Re: [Plib-devel] ssg states followup
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sjbaker
From: Steve B. <sjb...@ai...> - 2000-03-01 21:30:17
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"Curtis L. Olson" wrote: > > It would be a pretty weird application that needed to switch > > Fog and Depth-test on a per-leaf-node basis. > > The place where I'm running into this is with drawing the skydome, > stars, sun, moon, etc. I'm half modelling and half illusioning so I > need to play some tricks. But, it's not a big deal. As long as I > understand exactly what ssg does / doesn't, I can make things work. Yep. Bear in mind that you can have SSG call your own callback functions both before and after drawing a leaf node. > Ok, so the best I can tell from the documentation, here is the > complete enumeration (internal names) of the states that ssg can > control: > > SSG_GL_TEXTURE_EN > SSG_GL_CULL_FACE_EN > SSG_GL_COLOR_MATERIAL_EN > SSG_GL_BLEND_EN > SSG_GL_ALPHA_TEST_EN > SSG_GL_LIGHTING_EN > > Is this the complete list of modes ssg can control? That's the complete list of glEnable/glDisable's - yes. Of course there are other GL *state* elements - like the current texture - that SSG controls also. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |