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From: James W. W. <os...@jw...> - 2007-02-18 00:40:10
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On Feb 17, 2007, at 3:53 PM, Roger Holmes wrote: > When I look up some of the OpenGL APIs we are using in the > interactive renderer (when I am debugging), they are not listed > in the documentation, so I wonder if we need to update Quesa > a bit there too in the not too distant future. Could you give me an example or two of these APIs? Do you mean OpenGL proper, or AGL? > Maybe we should be kicking around some ideas of where we > would like to take Quesa in the next year or so. > > Whilst I do not have actual need for any of these right now, > some ideas I have been thinking about: > > Multi-processor support (I have already added this to the Microspot > renderer but maybe it could be used in other area too). Is this pretty much the same as multi-threading support? > The ability to handle larger models. The problem is mainly textures. > Going 64 bit would cure this of course but maybe there is an > alternative way. Do you mean number of textures, or size of textures? Surely you don't have billions of textures, which is where 64 bit would matter. > Fixing bugs in the transparent path - textures with alpha channels > cause strange effects where objects overlap - even if the entire > alpha channel is full of 0xFFs. Set the same texture to have no > alpha and the problem goes away. There's a bug about better transparency sorting, I wonder if that's what you're talking about. I keep hoping that one of these years the graphics cards will have a way to handle transparency without so much hassle. > Maybe finishing Apple's work with surface UV clipping e.g. a > hemisphere. I don't know what you are talking about here, can you expand on this? > CSGs as implemented in the Apple graphics card. I don't know anything about that, either... Do have a reference? |