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From: teunis <teunis@computersupportcentre.com>
To : ggi-develop@eskimo.com
Date: Wed, 19 Aug 1998 19:34:39 -0700 (MST)
Re: LibGGI3D RFC
On Wed, 19 Aug 1998, Jon M. Taylor wrote:
[clip]
> > If yes, wouldn't that break gouraud shading?
>
> Not if you do it right. If the clipper described above were to
> interpolate the vertex normals of the pre-clipped triangle along the two
> clipped sides, it could compute the effective vertex normals of the two
> new triangle vertices which would be created by the clip. This allows you
> to get the exact same effective shading.
I just thought of a solution :)
with each "render" function include a "split" function!
ie:
int split_triangles([source triangle data],
float sx1, float sy1, float sz1,
float sx2, float sy2, float sz2,
[pointer -> resulting triangle 1 data],
[pointer -> resulting triangle 2 data]);
1. it's best if [triangle data] were a structure or the stack's gonna
get spammed!
2. (sx1,sy1,sz1) - (sx2,sy2,sz2) is a line defining the triangle split.
[it's simple to split a triangle]
What do you think? That way the -renderer- can describe how to split the
data up!
G'day, eh? :)
- Teunis
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