Re: [Glelite-deve] Re: Things to do
Status: Alpha
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tksuoran
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From: Timo K S. <tks...@cc...> - 2001-04-26 09:15:52
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> > Yes, I would like to have support for NVidia AGP vertex arrays, > > normal vertex arrays, compiled vertex arrays, displaylists etc. > > Total genericity can be a real bitch to implement... Not really. NVidia extensions are addition to normal vertex arrays, which part can be left untouched. My current architecture for Mesh displaylists was following: - beginUpdate() - update() - endUpdate() - draw() All the actual rendering code was in update(). The draw() method simply checked if displaylist was ok and called it, or called update() methods. The idea in beginUpdate() and endUpdate() was to prepare (begin and end) a new displaylist. This worked for displaylists, but there needs to be an abstract vertex and actual 'sending of vertices' to Projection in Elements for vertex buffers. > One thing I've been wondering is that would it be sensible to have > partially transparent surfaces at all? I mean, they'd require special I am not sure about this.. > building potentially huge data structures. On the other hand, > transparencies are pretty much a requirement for a good-looking engine > glow... ..because I was wondering if alpha blending with GL_ONE, GL_ONE would be enough? > I think that we should give the "must work with single texturing cards" > principle a boot in the aft section. If Teddy is going to target graphics > cards from the G400 up, it makes little sense to pretend that someone would > want to run Teddy-based programs in single textured mode. This can be done in two ways; multipassrendering, or simply rendering just one texture pass and forgetting about rest. Looks different, but runs on low-end. This is what I had in mind in the first place; being able to set the game to wireframe and monochrome rendering without lighting etc. for either nostalgy or low-end machine. > I don't have a very high opinion of the SDL threading interface; perhaps I don't know about this. SDL internally uses posix threads. Personally I hope that we can keep threads controlled with as little as possibly, hoping that the SDL interface would do. I have to agree that SDL threading interface is a little weird. -- Timo Suoranta -- tks...@cc... -- |