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From: teunis <teunis@computersupportcentre.com>
To : ggi-develop@eskimo.com
Date: Thu, 20 Aug 1998 13:44:33 -0700 (MST)
Re: LibGGI3D RFC
On Thu, 20 Aug 1998, Jon M. Taylor wrote:
> 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.
so what happens if you clip a triangle and you lose the corner [u,v]
coordinates? All of a sudden your texture is moving around when it gets
clipped. The same happens for colourblending when you have discrete
colour components per-corner - all of a sudden your blends get messed
up...
How do you mean to handle this?
> > > > > - 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.
not what i meant *sigh*. I mean how do you expect clipping to work?
[clip]
> > 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.
Supposedly DirectBuffer handles this. Will someone -please- tell me the
status on non-primary-display DirectBuffers?!?!?!?!??!
WHAT NEEDS DOING?
G'day, eh? :)
- Teunis
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