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From: Frank C <li...@si...> - 2004-02-10 22:47:01
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On 10-Feb-04, at 4:50 PM, Dair Grant wrote: >> 2). Face and geometry attribute sets on primitives don't always get >> along. ... > After going round this several times, I think the proper solution is to > divide the TriMesh rendering code into two paths: > > 1. Pass the TriMesh data directly to OpenGL (or whoever) with no > further > processing. > > 2. Break anything more complex down into individual triangles, and > shove > them into a triangle buffer. That sounds reasonable. I don't think it will come up often in real-world apps (or at least the dev/artist should try to minimize it). I only noticed the problem after stress-testing some classes that wrap Quesa geometries. I thought I was doing something wrong till I tried it with QD3D... >> 3). Diffuse/Transparency colours ... no effect on textured geometry. > > ...what we should do is decide what our updated API is going to > look like and then implement the "classic" behaviour in terms of that. > > ...texture combine and multi-texturing I'm _all_ for that. I think the lack of these are keeping many people from even trying Quesa in the first place. Personally I'd be happy with modulating vertex colors/alphas with textures, but multitexturing (and/or multi-pass texturing) and register combiners would be fantastic. >> I can plop these into the bug base... > Use the SF tracker... Will do. Frank. |