|
From: James W. <ja...@fr...> - 2007-01-30 02:58:55
|
Jose' Cruanyes wrote: > Il giorno 29/gen/07, alle ore 19:50, James Walker ha scritto: > >> Jose' Cruanyes wrote: >>> Il giorno 27/gen/07, alle ore 03:57, James Walker ha scritto: >>> >>>> I've mentioned before that I was thinking of writing a new renderer >>>> that >>>> would pay more attention to using OpenGL for best performance, and >>>> less attention to legacy behavior. >>> In the process will be a good thing to factor better the various >>> functionality to ease the process to creatre new renderers. >>> >>> just separate things in various files that can be included in the >>> compilation of new renderers,,, >> I'll see what I can do. I'd like to figure out a way for something >> like >> the cartoon renderer to be a plug-in, which may require adding a >> couple >> more renderer methods. > > It's not just a matter of compile it using some bits of the Quesa > source? > anyway they are always avalaible... or there are some deep > interaction "broking the rules" between view and renderer? Of course one could copy the entire source of the IR to make a new renderer, but in the case of the cartoon render, a very large amount would be the same. In attempting to subclass a renderer, the problem is with the way the attribute set of a geometry is handled. The submit-triangle and submit-trimesh methods need to call IRGeometry_Attribute_Handler and IRRenderer_Texture_Postamble, which are not available to a plugin subclass. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |