[Actc-devel] 1.1 Gold available + what's next?
Status: Beta
Brought to you by:
grantham
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From: Brad G. <gra...@ta...> - 2000-11-22 19:14:17
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I just uploaded the final 1.1 to sourceforge and plunk.org. The main page is still "http://plunk.org/~grantham/public/actc/" and the sourceforge project page is "http://sourceforge.net/projects/actc/". All the final really does is update the manual to match the API and adds a few more manual sections regarding ranges, errors, and file formats. I'm soliciting new ideas for the next release. I'm targeting the end of February for 1.2-alpha. Here's my list so far, including ideas that *might* make the release date but might be dropped, in decreasing order of combined ease and priority: - verify no warnings on 32-bit Linux, 64-bit Linux, 64-bit IRIX out-of-box - verify compilation on Win2K, Win98, WinME, release Visual C makefile - benchmark against: * Meshifier * STRIPE * David Blythe's optimized Haeberli stripper * IRIS Performer's stripper * OpenGL Optimizer's stripper * NVtristrip - add texture coordinates to tcsample file format - release OpenGL viewer that uses tcsample format (used to make images on the actc page * add texturing * D3D version? - improve performance to beat some other strippers in performance, memory use, and triangles per strip * Meshifier * STRIPE * NVtristrip - make MAX_STATIC_VERTS a dynamic parameter settable through actcParam, but perhaps not as that quantity - add Meshifier-compatible API (almost done) for lazy people - option for stitching strips together with degenerate triangles * in TC itself or as a post-process? - optimize for vertex cache hits (e.g. Radeon, GeForce hardware transform) * pass previous N vertices to new function actcOptimizeForCoverage? then ACTC tries to build tristrip hitting those vertices? * is screen/texture coherence (to optimize framebuffer/texture cache hits) also important? - add a simple multithreading sample program; try to break up dataset in simple way into n pieces, run n TCs - add prototype vertex hashing API (something like glBegin-glVertex-glEnd goes in, and an indexed vertex array comes out) * Intention is to solicit feedback, not write a final API - try to walk triangle strip backwards (like Meshifier did) to pick up more orphaned triangles - add quad and polygon primitives so ACTC can make polygon-to-triangle decisions on its own if possible (I think this one might be hard to integrate into the current code base) - add sample marching cubes program outputting in tcsample format I don't think all of these can be done (I have a day job, as I suspect the rest of you do) but I think it will be fun to try. Please let me know what your priorities are and what you'd like to see first. Anyone who wants to help me with these is welcome, but I'd prefer to know you're working on it so we don't duplicate effort. -Brad -- Brad Grantham, gra...@pl..., http://plunk.org/~grantham/ |