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From: Jon M. Taylor <taylorj@ecs.csus.edu>
To : ggi-develop@eskimo.com
Date: Wed, 19 Aug 1998 17:49:51 -0700 (PDT)
Re: LibGGI3D RFC
On Thu, 20 Aug 1998, Olivier Galibert wrote:
> On Wed, Aug 19, 1998 at 03:23:41PM -0700, Jon M. Taylor wrote:
> > ? I'm not sure what you mean. If you mean "and then render another
> > set of triangles to the buffer and use them as a texture again", sure. Of
> > course, this secondary texture buffer scheme will have to be supported by
> > the display target and the texturing shader, but it could be done.
>
> Yes, I meant that. I saw a demo of the results of such approaches, it
> was impressive. IIRC, three passes were done (render, use result as
> texture for second rendering, use second result as texture for third
> rendering, show third rendering), in realtime (60fps, 3200x768, not
> fully boosted Infinite Reality).
Yeah. Fully possible. Just write the approprate shader in a
rendering target and pass it the necessary info.
> Another use of 3D cards here (french CS research center) is to use
> them to compute the visibility factors in a scene for radiosity
> computing by having the hardware render the scene without lights
> effects, encoding each patch with a unique color, and then transfer
> back the picture and count the pixels. I guess it will be possible to
> do that with libggi3d for the rendering and libggi2d to get back the
> result?
Sure. Write a modified radiosity-without-lights shader (probably
it would do everything in greyscale) and then draw each patch through the
shader and then through another shader which applied a color filter to the
greyscale patch before redering it to the final display target. Is that
what you were looking for?
Jon
---
'Cloning and the reprogramming of DNA is the first serious step in
becoming one with God.'
- Scientist G. Richard Seed
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