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From: Dair G. <da...@re...> - 2004-09-14 19:32:24
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=46rank Condello wrote: >not that fog works on _any_ transparent triangles at the moment ;) It seems to be working OK for the cone in Geom test - do you have a test case? >I'd love to see a "MultipassShader" object that can reference one or >more texture shaders and apply them in layers with different blend >functions and UV transformations Yes, we really need to bring the shading API up to date with what's currently possible on average hardware. The current feature set is basically what was around a couple of years ago, so you're missing out on: - Multitexturing (light maps, bump maps, etc) - Vertex programs - Fragment programs - Hosting geometry data on the card The two big changes since QD3D came out have been in texture combining (output =3D=3D chain of textures connected with some blend operators) and programmability (animation and lighting controlled via little programs that run on the GPU). What we really need is a QD3D-style API for expressing this, which can then be implemented by a renderer using their particular feature set.=20 D3D would actually be a better thing to look at for designing such a thing, as it's (IMO) a lot saner than GL in some areas (you have one description of how the API works, rather than N extensions with M interactions between them). -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |