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From: Jose' C. <cru...@ce...> - 2007-02-09 20:46:34
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Il giorno 09/feb/07, alle ore 21:27, James Walker ha scritto: >> >> Your renderer is valid only with optimized trimeshes? > > Well, I've certainly concentrated on the fast path. But I can do some > automatic optimization the way the IR does. Stay tuned... Not every thing can be everything for everyone... I've no problem with the Quesa renderer speed, so don't worry for me, concentrate in your needs... Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
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From: James W. <ja...@fr...> - 2007-02-09 20:27:47
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Jose' Cruanyes wrote: > Il giorno 09/feb/07, alle ore 20:13, James Walker ha scritto: > >> That model lacks vertex normals, so it's not on the fast path. It >> also >> has lots of TriMeshes for no apparent reason, that is, they could be >> merged into one TriMesh. > > > I've no control with the models used in my program, > Your renderer is valid only with optimized trimeshes? Well, I've certainly concentrated on the fast path. But I can do some automatic optimization the way the IR does. Stay tuned... -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Jose' C. <cru...@ce...> - 2007-02-09 20:10:34
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Il giorno 09/feb/07, alle ore 20:13, James Walker ha scritto: > That model lacks vertex normals, so it's not on the fast path. It > also > has lots of TriMeshes for no apparent reason, that is, they could be > merged into one TriMesh. I've no control with the models used in my program, Your renderer is valid only with optimized trimeshes? Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
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From: James W. <ja...@fr...> - 2007-02-09 20:01:00
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James Walker wrote: > I would expect the Quesa logo to be significantly faster, especially if > you increase the number of triangles by setting the subdivision style to > constant (50, 50). > > I'll do some testing on Windows. I tried Geom Test on Windows. With the default subdivision style, you're right, the speed is about the same on the Quesa logo. But with constant (50, 50) subdivision, I see a jump from 43 FPS to 83 FPS. There seems to be a limit on the frame rate you can see in Geom Test on Windows. The SetTimer call asks for a timer message every 2 milliseconds, giving a theoretical maximum of 500 FPS, but I never seem to see more than 100 FPS. The SetTimer docs say that on Windows 2000, the timer interval cannot be less than USER_TIMER_MINIMUM, but I can't find where USER_TIMER_MINIMUM is defined. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: James W. <ja...@fr...> - 2007-02-09 19:14:15
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Jose' Cruanyes wrote: > Il giorno 09/feb/07, alle ore 19:27, James Walker ha scritto: > >> Tell me more about how you're testing. What platform? What test app? >> Does the machine have a video card with VRAM, and does it support the >> extension GL_ARB_vertex_buffer_object? > > Athlon 3200 - Win 2000 - 1Gb Ram > ATI Radeon 9200 256Mb VRam > > Quesa compiled on CW Windows 8.3 > > in Geom Test, it runs more or less like the old in quesa logo and > multibox I would expect the multibox test to be only a little faster, for reasons explained in my performance notes. I would expect the Quesa logo to be significantly faster, especially if you increase the number of triangles by setting the subdivision style to constant (50, 50). I'll do some testing on Windows. After the 2 changes I just committed, transparency is working for me. > I've more complex models that runs near 20x slower!!! > > I've put a particularly bad model at > <http://cremona.cegroup.it/download/CorniceOro.zip> (2.8 Mb) That model lacks vertex normals, so it's not on the fast path. It also has lots of TriMeshes for no apparent reason, that is, they could be merged into one TriMesh. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Jose' C. <cru...@ce...> - 2007-02-09 18:52:22
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Il giorno 09/feb/07, alle ore 19:27, James Walker ha scritto: > Tell me more about how you're testing. What platform? What test app? > Does the machine have a video card with VRAM, and does it support the > extension GL_ARB_vertex_buffer_object? Athlon 3200 - Win 2000 - 1Gb Ram ATI Radeon 9200 256Mb VRam Quesa compiled on CW Windows 8.3 in Geom Test, it runs more or less like the old in quesa logo and multibox I've more complex models that runs near 20x slower!!! I've put a particularly bad model at <http://cremona.cegroup.it/download/CorniceOro.zip> (2.8 Mb) Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
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From: James W. <ja...@fr...> - 2007-02-09 18:28:26
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Jose' Cruanyes wrote: > In my firsts test I can't note any improvement over the old one... > It seems slower in all my tests, and it doesn't handle transparencies... > what I'm doing wrong? I do see a problem with transparency, which I'll work on now. But other than that, I don't understand. There can be a little more time when an object is first loaded, mainly to compute the triangle strip. But once things settle down, I see improvements anywhere from 15% to 400%. Tell me more about how you're testing. What platform? What test app? Does the machine have a video card with VRAM, and does it support the extension GL_ARB_vertex_buffer_object? -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Jose' C. <cru...@ce...> - 2007-02-09 17:17:34
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Il giorno 09/feb/07, alle ore 03:37, James Walker ha scritto: > I've committed the code for my new renderer. I updated the > projects for > CodeWarrior and Xcode/Carbon, leaving Xcode/Cocoa, Visual Studio, > and > the Unix makefile for others to handle. In my firsts test I can't note any improvement over the old one... It seems slower in all my tests, and it doesn't handle transparencies... what I'm doing wrong? Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
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From: James W. <ja...@fr...> - 2007-02-09 02:37:46
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I've committed the code for my new renderer. I updated the projects for
CodeWarrior and Xcode/Carbon, leaving Xcode/Cocoa, Visual Studio, and
the Unix makefile for others to handle.
Question: Should the triangle-strip computing function be exposed as a
public API, and if so, which header should it go in?
Visible Differences from Interactive Renderer
* There is no distinction between the "both" and "flip" backfacing
styles. Both cases use normal OpenGL two-sided lighting.
* Geometries of dimension less than 2 (Point, Line, PolyLine,
Ellipse, NURBCurve) are unaffected by the direction of the light.
* Textures of pixel type kQ3PixelTypeARGB16 are treated differently.
With the default linear texture filtering, you will see a smooth
transition from transparent to opaque.
Performance Notes
* In order for a TriMesh to be on the "fast path" for the OpenGL
renderer,
* it must be a retained object
* it must have vertex normals
* it must not have color or texture with transparency
* it must not have per-face colors (unless per-vertex colors are also
present)
* it must not have per-face textures
* Per-face normals on TriMeshes are ignored.
* You will get better performance with a few large TriMeshes than
with many small ones. The "MultiBox" test in the Geom Test sample
is a particularly bad case, having 4000 TriMeshes with 2 triangles
each.
* A fast-path TriMesh with more than 500 faces will be cached as a
vertex buffer object when the hardware supports it, and otherwise
as a display list.
* When a fast-path TriMesh has more than 500 faces, we compute a
triangle strip for it and cache the strip in an object property.
* This renderer gives much more of a performance boost when the video
card has actual VRAM rather than shared system memory.
--
James W. Walker, Innoventive Software LLC
<http://www.frameforge3d.com/>
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From: Daniele C. <dca...@in...> - 2007-02-08 11:58:58
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I found and resolved. Luckily there is the function "Q3Memory_StartRecording". I think it is important a little of documentation just for to know it exist. James Walker wrote: > Daniele Cavallini wrote: > >> It is a very useful function. >> I set Q3_DEBUG and I set "Q3Memory_StartRecording()" at start of >> application and I obtain a file like this: >> >> /========== START DUMP Fri Feb 02 18:15:06 2007 Q3Exit ========== >> InteractiveRenderer (033535EC) 2 >> Set (03353804) 1 >> Quesa:DepthBitsElement (033538DC) >> Quesa:Slab (03353A64) >> Quesa:Slab (03353ACC) >> Quesa:Slab (03353B34) >> Quesa:Slab (03353B9C) >> View (03354964) >> AttributeSet (03354A7C) 1 >> Win32DCDrawContext (03354B54) 1 >> ViewAngleCamera (03354C1C) 1 >> PhongIllumination (03354E0C) 1 >> LightGroup (03354E94) 1 >> AmbientLight (03354EFC) 1 >> PointLight (03354FBC) 1 >> FillStyle (0039FCD4) 1 >> InterpolationStyle (03354CC4) 1 >> BackfacingStyle (03354D2C) 1 >> OrderedDisplayGroup (033557C4) 1 >> DisplayGroup (03355E1C) 1 >> AttributeSet (03355EA4) 3 >> Myatt (03355F7C) >> Polygon (03356084) 1 >> AttributeSet (0335625C) 1 >> TriMesh (033566AC) 1 >> TriMesh (03356EEC) 1 >> Set (03356C44) 1 >> Quesa:IR:OptTriMeshCache (03356D1C) >> ========== END DUMP ==========/ >> >> Are all memory leak? >> > > The fact that no reference count is greater than 2 indicates that it is > not a serious leak, you probably just neglected to dispose all objects > before calling Q3_Exit. Furthermore, they are not all independent. For > example, once you stop leaking renderers, the Slab and DepthBitsElement > leaks will probably go away. > |
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From: James W. W. <os...@jw...> - 2007-02-03 23:18:36
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Since the QD3D manual doesn't say what edges are supposed to do, I've been unclear on the concept. Let's see if I have it right yet. When rendering in polygon-fill mode, the edges do nothing. When rendering in edge-fill mode, you see the explicitly specified edges instead of all the poiygon edges. Right? Now, how about the attributes? If diffuse color is specified for both an edge and its vertices, which wins? How about if neither edges nor vertices specifies color, can an edge inherit a color from a parent polygon, and if so, what if the parents disagree? I tried a TriMesh with edges in Geom Test in Classic mode, and as soon as I turned on edge fill mode, it froze. |
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From: Roger H. <rog...@mi...> - 2007-02-03 22:11:48
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On 2 Feb, 2007, at 22:02, Jose' Cruanyes wrote: > > Il giorno 02/feb/07, alle ore 20:19, Roger Holmes ha scritto: > >> Currently it generates nothing and cube actually >> disappear on wire frame, which is something we have >> been apologising for for the last few years. We try >> to get our users not use the cuboid data structure >> for this reason and use a group of six polygons instead. > > > if this fact is so important to you, why it's not still implemented? > I think that should be almost trivial to add the edges to the cube > decomposition procedure,,, > > I'm missing something? No, you are right. I will try to get around to it. Roger. |
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From: SourceForge.net <no...@so...> - 2007-02-03 03:20:23
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Bugs item #1194603, was opened at 2005-05-03 10:40 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1194603&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Frank Condello (pox) Assigned to: James W. Walker (jwwalker) Summary: Transparency problem with rasterize camera transforms Initial Comment: Transparent triangles with Z coordinates other than zero aren't drawn when using rasterize camera transforms. The problem lies in ir_geom_transparent_add, where triangles "behind" the camera are culled. Rasterize transforms invert Z, which is likely confusing the culling check. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-02-02 19:20 Message: Logged In: YES user_id=1312539 Originator: NO This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2007-01-19 18:06 Message: Logged In: YES user_id=433183 Originator: NO I think this was probably fixed by a change to e3transform_camera_rasterize_submit in July 2006. Since no test case was provided, I'll mark this fixed unless I hear differently. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1194603&group_id=45158 |
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From: Jose' C. <cru...@ce...> - 2007-02-02 22:04:24
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Il giorno 02/feb/07, alle ore 20:19, Roger Holmes ha scritto: > Currently it generates nothing and cube actually > disappear on wire frame, which is something we have > been apologising for for the last few years. We try > to get our users not use the cuboid data structure > for this reason and use a group of six polygons instead. if this fact is so important to you, why it's not still implemented? I think that should be almost trivial to add the edges to the cube decomposition procedure,,, I'm missing something? Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
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From: Roger H. <rog...@mi...> - 2007-02-02 19:19:49
|
On 2 Feb, 2007, at 16:54, James W. Walker wrote: >> If the old renderer is continuing to be supported then fine, but if >> the >> new renderer is going to become a replacement then I would like >> TriMesh edges supported at least when the Fill Style is >> kQ3FillStyleEdges. >> >> Much less important, but it would be nice if vertices could still be >> supported when Fill Style is kQ3FillStylePoints. > > I'm not sure we're on the same wavelength. Of course > kQ3FillStyleEdges and kQ3FillStylePoints will be supported. I'm > talking about the edges that can be specified explicitly in > TQ3TriMeshData. This is my wavelength: In the caching code everything gets reduced to either markers, points, lines, trinagles or trimeshes. Most things become trimeshes. Trimeshes have explicit edges. There are no implicit edges. We use kQ3FillStyleEdges to give the users a wire frame view, and we also use an embeded kQ3FillStyleEdges to show a wire frame on top of a geometry when editing certain geometries so the user can see the edges and vertices he can move. This is done in a view where all the other geometries are drawn solid. If you do not implement edges in Trimeshes, none of this will work with your new renderer and I will have to use the old one, which is fine as long as it is still supported. Trimeshes have three collections of objects: vertices, edges and triangles. The triangles themselves do themselves generate lines, otherwise as most triangles abut other triangles, for each edge it would get drawn twice, once for each triangle either side of it. This would I think double the size of the data passed to OpenGL when doing a wire frame render, though of course this is quite fast anyway, but when a cube is cached as a trimesh, it SHOULD (though not currently) generate edges for the twelve edges of the cube and should generate twelve triangles, but it should not generate edges along the split of each square face of the cube. Currently it generates nothing and cube actually disappear on wire frame, which is something we have been apologising for for the last few years. We try to get our users not use the cuboid data structure for this reason and use a group of six polygons instead. Similarly, in wire frame, do you really want to see the tesselation of a polygon or just the edges? Roger. |
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From: James W. <ja...@fr...> - 2007-02-02 18:09:13
|
Daniele Cavallini wrote: > It is a very useful function. > I set Q3_DEBUG and I set "Q3Memory_StartRecording()" at start of > application and I obtain a file like this: > > /========== START DUMP Fri Feb 02 18:15:06 2007 Q3Exit ========== > InteractiveRenderer (033535EC) 2 > Set (03353804) 1 > Quesa:DepthBitsElement (033538DC) > Quesa:Slab (03353A64) > Quesa:Slab (03353ACC) > Quesa:Slab (03353B34) > Quesa:Slab (03353B9C) > View (03354964) > AttributeSet (03354A7C) 1 > Win32DCDrawContext (03354B54) 1 > ViewAngleCamera (03354C1C) 1 > PhongIllumination (03354E0C) 1 > LightGroup (03354E94) 1 > AmbientLight (03354EFC) 1 > PointLight (03354FBC) 1 > FillStyle (0039FCD4) 1 > InterpolationStyle (03354CC4) 1 > BackfacingStyle (03354D2C) 1 > OrderedDisplayGroup (033557C4) 1 > DisplayGroup (03355E1C) 1 > AttributeSet (03355EA4) 3 > Myatt (03355F7C) > Polygon (03356084) 1 > AttributeSet (0335625C) 1 > TriMesh (033566AC) 1 > TriMesh (03356EEC) 1 > Set (03356C44) 1 > Quesa:IR:OptTriMeshCache (03356D1C) > ========== END DUMP ==========/ > > Are all memory leak? The fact that no reference count is greater than 2 indicates that it is not a serious leak, you probably just neglected to dispose all objects before calling Q3_Exit. Furthermore, they are not all independent. For example, once you stop leaking renderers, the Slab and DepthBitsElement leaks will probably go away. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Kevin M. <mat...@ar...> - 2007-02-02 18:01:12
|
On Fri, 2 Feb 2007 10:00:17 -0700, jo...@st... wrote:
> I can certainly see some uses for that -- but I don't have any
> immediate need for it myself. If it holds up your renderer, I'd say
> leave it out, and consider adding it in later if users request it
> (unless supporting it would require a fundamentally different approach).
Well put, thanks!
- Kevin
http://www.Artifice.com . digital media in design and building
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From: Daniele C. <dca...@in...> - 2007-02-02 17:21:39
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It is a very useful function. I set Q3_DEBUG and I set "Q3Memory_StartRecording()" at start of application and I obtain a file like this: /========== START DUMP Fri Feb 02 18:15:06 2007 Q3Exit ========== InteractiveRenderer (033535EC) 2 Set (03353804) 1 Quesa:DepthBitsElement (033538DC) Quesa:Slab (03353A64) Quesa:Slab (03353ACC) Quesa:Slab (03353B34) Quesa:Slab (03353B9C) View (03354964) AttributeSet (03354A7C) 1 Win32DCDrawContext (03354B54) 1 ViewAngleCamera (03354C1C) 1 PhongIllumination (03354E0C) 1 LightGroup (03354E94) 1 AmbientLight (03354EFC) 1 PointLight (03354FBC) 1 FillStyle (0039FCD4) 1 InterpolationStyle (03354CC4) 1 BackfacingStyle (03354D2C) 1 OrderedDisplayGroup (033557C4) 1 DisplayGroup (03355E1C) 1 AttributeSet (03355EA4) 3 Myatt (03355F7C) Polygon (03356084) 1 AttributeSet (0335625C) 1 TriMesh (033566AC) 1 TriMesh (03356EEC) 1 Set (03356C44) 1 Quesa:IR:OptTriMeshCache (03356D1C) ========== END DUMP ==========/ Are all memory leak? James W. Walker ha scritto: > On Feb 2, 2007, at 5:25 AM, Daniele Cavallini wrote: > > >> I am searching a memory leak in my application.In TQ3Status E3Exit >> (void) >> function I read: >> >> Q3Memory_DumpRecording( "Quesa-leaks.txt", "Q3Exit" ); >> >> Can it useful for me? How I can activate? I don't find documentaion >> about it. Have you some suggest for me? >> > > To use it, you need a copy of Quesa that has been compiled with the > macro Q3_DEBUG set to 1. It will produce a text file listing the > types and numbers of leaked references. In the Mac CFM case, it also > shows backtraces. > > > > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job easier. > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |
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From: James W. W. <os...@jw...> - 2007-02-02 17:01:19
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On Feb 2, 2007, at 5:25 AM, Daniele Cavallini wrote: > I am searching a memory leak in my application.In TQ3Status E3Exit > (void) > function I read: > > Q3Memory_DumpRecording( "Quesa-leaks.txt", "Q3Exit" ); > > Can it useful for me? How I can activate? I don't find documentaion > about it. Have you some suggest for me? To use it, you need a copy of Quesa that has been compiled with the macro Q3_DEBUG set to 1. It will produce a text file listing the types and numbers of leaked references. In the Mac CFM case, it also shows backtraces. |
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From: <jo...@st...> - 2007-02-02 17:00:43
|
On Feb 02, 2007, at 16:54 UTC, James W. Walker wrote: > I'm not sure we're on the same wavelength. Of course > kQ3FillStyleEdges and kQ3FillStylePoints will be supported. I'm > talking about the edges that can be specified explicitly in > TQ3TriMeshData. Right -- this would be used, for example, when displaying models in wireframe mode, if you want to omit edges between two coplanar triangles. Right? I can certainly see some uses for that -- but I don't have any immediate need for it myself. If it holds up your renderer, I'd say leave it out, and consider adding it in later if users request it (unless supporting it would require a fundamentally different approach). HTH, - Joe -- Joe Strout -- jo...@st... Verified Express, LLC "Making the Internet a Better Place" http://www.verex.com/ |
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From: James W. W. <os...@jw...> - 2007-02-02 16:54:14
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On Feb 2, 2007, at 4:06 AM, Roger Holmes wrote: > If the old renderer is continuing to be supported then fine, but if > the > new renderer is going to become a replacement then I would like > TriMesh edges supported at least when the Fill Style is > kQ3FillStyleEdges. > > Much less important, but it would be nice if vertices could still be > supported when Fill Style is kQ3FillStylePoints. I'm not sure we're on the same wavelength. Of course kQ3FillStyleEdges and kQ3FillStylePoints will be supported. I'm talking about the edges that can be specified explicitly in TQ3TriMeshData. |
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From: Daniele C. <dca...@in...> - 2007-02-02 13:25:59
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I am searching a memory leak in my application.In TQ3Status E3Exit(void) function I read: Q3Memory_DumpRecording( "Quesa-leaks.txt", "Q3Exit" ); Can it useful for me? How I can activate? I don't find documentaion about it. Have you some suggest for me? |
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From: Roger H. <rog...@mi...> - 2007-02-02 12:06:49
|
If the old renderer is continuing to be supported then fine, but if the new renderer is going to become a replacement then I would like TriMesh edges supported at least when the Fill Style is kQ3FillStyleEdges. Much less important, but it would be nice if vertices could still be supported when Fill Style is kQ3FillStylePoints. Roger. On 2 Feb, 2007, at 00:02, James Walker wrote: > TriMesh edges aren't used in Geom Test or in any of our test files. I > was wondering if anyone would care if I didn't implement edges in > my new > renderer. > -- > James W. Walker, Innoventive Software LLC |
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From: Jose' C. <cru...@ce...> - 2007-02-02 07:27:00
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Il giorno 02/feb/07, alle ore 01:02, James Walker ha scritto: > TriMesh edges aren't used in Geom Test or in any of our test files. I > was wondering if anyone would care if I didn't implement edges in > my new > renderer. I'm using Edges in my own renderer, es. to tell if two coplanar triangles are a quad and the wire frame should use them too (and the cartoon one), and certain geometries (like the cube) should create them when decomposing to trimeshes, so I thing are a "good thing" but I can't see the point to USE them in a solid interactive renderer, so in my opinion you can leave them apart Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
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From: Kevin M. <mat...@ar...> - 2007-02-02 01:57:38
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Good question! - I think TriMesh edges are used in DesignWorkshop, which we're still hoping to convert to Quesa "real soon". I'll have to check to be sure. thanks, Kevin On Thu, 01 Feb 2007 16:02:40 -0800, James Walker wrote: > TriMesh edges aren't used in Geom Test or in any of our test files. I > was wondering if anyone would care if I didn't implement edges in my new > renderer. > -- > James W. Walker, Innoventive Software LLC > <http://www.frameforge3d.com/> > > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your > job easier. > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |