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From: Jon M. Taylor <taylorj@ecs.csus.edu>
To : ggi-develop@eskimo.com
Date: Wed, 19 Aug 1998 22:02:39 -0700 (PDT)
Re: LibGGI3D RFC
On Wed, 19 Aug 1998, Sengan Baring-Gould wrote:
> Jon M. Taylor wrote:
> > Next is the notion of pluggable shaders. A triangle is drawn by
> > setting a bunch of pixels. What shade those pixels are can be determined
>
> > in a huge number of different ways. LibGGI cannot possibly avoid bloat if
> > it has to know about all those ways to shade triangles. Therefore,
> > DrawTriangle can take a pointer to a shader table entry, which contains a
> > pointer to a shader function. Thus, the code using LibGGI3D can implement
> > arbitrary shaders and LibGGI3D doesn't need to know about the gory
> > details. Both prebuilt shader functions (SHADE_PHONG,
> > SHADE_GORAUD_TEXURED, SHADE_FLAT, etc) and user-defined shader functions
> > go in this table. The prebuilt shaders allow DrawTriangle() to use
> > hardware shading if it is present, or fall back to software shading if it
> > is not.
>
> What about texture mapping, etc.
Texturing == shading.
> Something like Enlightenment/Gtk with
> themeswould do well to use this.
Yeah, it could definitely speed things up.
> Also assigning gart space is definitely a GGI
> kernel
> level thing.
What's "gart space"? I'm not familiar with the term.
> > * struct camera { float x1, y1, z1, x2, y2, z2 }. Every LibGGI3D display
> > will have a camera struct attached to it. A generic hook for arbitrary
> > display data should also be present - the shaders might use it. void
> > *private_data.
>
>
>
> > * int DrawTriangle (float x1, y1, x2, y2, x3, y3; shader_index shader; void
>
> > *shader_data) is the core drawing function.
>
> These lines seem to contradict: 2D triangles but 3d camera?
I goofed. There should be z coords in DrawTriangle() too.
> > Q: What about z-buffering? You said you were going to make that part of
> > the API.
> >
> > A: I changed my mind. Once you start worrying about buffers, their
> > dimensions, their layout, their coordinate system, etc etc you open up a
> > whole can of worms. If people want these features, they can either write
> > a DirectBuffer equivalent or draw to a secondary depth buffer. LibGGI3D
> > is for drawing only. Extra stuff should have its own API.
>
> I disagree. Z-buffers are in the hardware: the card gets a triangle in
> 3spaceand draws it to 3space.
Depth buffers (z-buffer is a HSR rasterization algorithm) are
*somtimes* in hardware. Sometimes they are in software. Sometimes both.
Sometimes neither. Depth buffers, direct-to-hardware or secondary, should
definitely be an option but not required.
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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