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From: Joseph J. S. <jo...@st...> - 2004-06-02 18:15:52
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[Resent to the proper list after Lars pointed out that I needed to update my address book...] I've been talking with one of my most expert users about his most-wanted Quesa bug fixes and feature requests. We may even get him to chip in a bit (he's an OpenGL whiz as well). But it got me thinking that it might be valuable to kick around our favorite issues here a bit, and see whether anyone has any thoughts on them. 1. Proper mipmap filtering <http://sourceforge.net/tracker/index.php?func=detail&aid=905678&group_id=45158&atid=442052>. There are several ideas in this request, but the most important one is to automatically generate mipmaps from a Pixmap texture, just as QD3D 1.6 does. (And then of course if you don't want mipmaps generated for you, you can use a MipMap texture instead.) 2. Color/alpha modulation on textured geometry. Even just matching QD3D's functionality would be welcome: <http://sourceforge.net/tracker/index.php?func=detail&aid=895106&group_id=45158&atid=442052> QD3D does this when using the null shader; we should probably do the same (and perhaps consider an object property later that extends this behavior to phong/lambert-shaded objects). An example of when this is useful: you could use vertex colors to do your own lighting, which can be much faster than using OpenGL lights for some kinds of scenes. Another example: by changing the diffuse alpha attribute on a textured model, you could make the object fade in or out. 3. The fog/specular blending bugs: <http://sourceforge.net/tracker/index.php?func=detail&aid=922742&group_id=45158&atid=442052> This is a pretty big one for me; the "Renegades" FPS game that Jeff Quan and I are working on (http://www.codenautics.com/renegades) suffers from it. I don't find that specular highlights are very often a problem, but fog certainly is. 4. Improved speed -- though this has improved recently, we still find that object performance degrades pretty quickly for scenes with lots of objects. (Some of this may actually be in the REALbasic layer on top of Quesa, but we'd like to at least look into where the current bottlenecks are and see what can be done about them.) 5. Support for writing text 3DMFs. I looked at the code a little bit today, and it doesn't look very conducive to adding text support -- about half the code in E3FFW_3DMFBin_Writer.c should actually be shared between the bin and text writers. But it could be refactored... There's also a bug in 1.6d18 that causes psychadelic colors in some apps (such as Armageddon -- <http://www.codenautics.com/armageddon/>) which work fine with 1.6d17. But I just tried to reproduce this with my current build from CVS, and couldn't do so, so maybe this is already fixed. Anyway, that's our top-five list. Any thoughts on any of these? Thanks, - Joe -- ,------------------------------------------------------------------. | Joseph J. Strout Check out the Mac Web Directory: | | jo...@st... http://www.macwebdir.com/ | `------------------------------------------------------------------' |