Re: [PyOpenGL-Users] OpenGLContext 2.0 on the way, status update, requests?
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mcfletch
From: Mike C. F. <mcf...@ro...> - 2002-12-16 02:38:04
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Shadow volumes should be in the release w/out a problem, they seem to be working as reliably as anything within the system. (Looks cool loading a complex VRML scene and seeing it shadowed in real-time, but it's still slow (I haven't done any optimisations in the scenegraph, either for the basic or the shadowed passes)). Visitor pattern (in the strictest sense) is an external object which traverses a node-graph using a protocol which has the nodes dispatch the visitor to their children. I'm using something similar, save that the only protocol the nodes follow is "get children of particular types", and the visitor does the actual broadcasting (which lets the visitor decide which children it wants to visit). In the particular case, the rendering passes traverse the scenegraph from the context down, performing appropriate actions for the particular node when the node is reached. Enjoy, Mike Rene Dudfield wrote: >Excellent! > >Sounds really cool. I hope you can get the shadow >volumes are in the release? > >The logging of OpenGL.GL commands sounds really useful >too :) > >What is a visitor pattern? > > > > --- "Mike C. Fletcher" <mcf...@ro...> wrote: > >I've spent the last few weeks working on > > ... >> * have moved to a visitor pattern for all >>rendering traversals >> o means that the rendering algorithms tend >>to be localized in >> a single file, with only small bits of >>functionality added >> to the individual node-classes >> * have just completed the base work for a >>stencil-shadow-rendering >> pass-set and supporting objects >> o is basically functional, though there >>are a number of fairly >> common cases which need to be dealt with >>before it can be >> considered finished >> >> ... _______________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ |