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From: Jon M. Taylor <taylorj@ecs.csus.edu>
To : ggi-develop@eskimo.com
Date: Thu, 20 Aug 1998 11:45:06 -0700 (PDT)
Re: LibGGI3D RFC
On Wed, 19 Aug 1998, teunis wrote:
> On Wed, 19 Aug 1998, Jon M. Taylor wrote:
>
> > On Wed, 19 Aug 1998, teunis wrote:
>
> [clip]
>
> > > Now thinking about it:
> > > Coordinate clipping requires info about -all- present coordinates.
> > > (X,Y,Z[,W][,U,V[,U2,V2..]][colour])
> > > mayhaps we need to think about this further? (don't know)
> >
> > The higher layers could clip during tesellation, and as such
> > they'd be able to take all those coordinates into account.
>
> Ah - so the only clipping libGGI3D would do would be?
Render-side clipping. if anything.
> I'm curious, as moving any of the X,Y[,Z] coordinates will affect the
> remainder of the coordinate list...
For one triangle this shouldn't be a problem. For a set, you do
what you can.
> > > > - I want clipping in libggi3d also.
> > >
> > > See above... and this requires also the camera info (view frustrum,etc)
> > > to be available....
> >
> > Right.
>
> So how does this work?
Attach it as a struct to the visual.
> > Why not set up such caching systems as intermediate display
> > targets? Drawing functions would render to the caching target, which
> > would do the appropriate cache lookups, flushing, updating, etc and then
> > render to the final target. I would work the same way as other LibGGI
> > intermediat targets (tile, trueemu, palemu, etc).
>
>
> hmm... Okay - makes sense.
> That means doing a
> vis=ggiOpen("display-texture", [view options]);
> vis=ggiOpen("display-Zbuffer", ...);
> vis=ggiOpen("display-wbuffer", ...);
>
> Yes?
Yeah. They you'd maybe use something like LIBGGI[3D?]_DISPLAY =
cache:[texture,zbuffer,...]. I dunno LibGGI *that* well yet.
> Though there should be some kind of internal mechanism for handling
> display memory! (so it doesn't get all fragmented and can be used
> effectively!)
I guess the buffer system doesn't *have* to be in a target. AAIK
is isn't(?) in LibGGI2D.
Jon
---
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becoming one with God.'
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