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From: Frank C. <dev...@ch...> - 2004-09-29 04:13:58
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On 28-Sep-04, at 9:03 PM, James W. Walker wrote: > Frank Condello <dev...@ch...> wrote: > >> Which case was that? I can't seem to render anything properly with >> the current code. Triangles pop unpredictably at the slightness >> change in the viewport... From my perspective, your centroid code is >> the lesser of two evils :) > > IIRC it was the case of a single box. I just spent a few minutes playing with your test app, and ya, the current method seems to handle a single box better (there are still errors though). But add a couple more boxes and it fails miserably - I still think your centroid method is much better for a general purpose sort. I guess I'd just like to see a better generic sort in there for now, so we can tweak special cases from a good starting point, rather than trying to work with an algorithm that's breaks more often that not. Dealing with built-in primitives shouldn't be too hard. For convex polyhedra like a box, you can assume any triangle with it's normal facing away from the camera must be behind any triangle facing the camera. You can use this fact to influence the ordering even if the centroid calculation says different. Frank. |
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From: James W. W. <ja...@wr...> - 2004-09-29 01:03:27
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Frank Condello <dev...@ch...> wrote: >Which case was that? I can't seem to render anything properly with >the current code. Triangles pop unpredictably at the slightness >change in the viewport... From my perspective, your centroid code is >the lesser of two evils :) IIRC it was the case of a single box. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Frank C. <dev...@ch...> - 2004-09-28 23:50:35
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Here: <http://chaoticbox.com/quesa901422.zip> is a small patch that checks for CLAMP_TO_EDGE and uses it when available for texture shaders that have a kQ3ShaderUVBoundaryClamp setting. The original report is here: <http://sourceforge.net/tracker/index.php? func=detail&aid=901422&group_id=45158&atid=442052> On a similar note; Is there a better way to submit patches? Do you guys prefer some sort of diff tool output? If so, please let me know... Thanks, Frank. |
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From: Frank C. <dev...@ch...> - 2004-09-28 23:48:34
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On 28-Sep-04, at 6:13 PM, James W. Walker wrote: > Frank Condello <dev...@ch...> wrote: > >> James: Has there been any progress with your new sorting algorithms? >> I would very much like to see your fast centroid method checked in. > > I wasn't sure that we had a consensus that it was the right thing to > do, since in at least one case the centroid method looks worse than > the current method. Which case was that? I can't seem to render anything properly with the current code. Triangles pop unpredictably at the slightness change in the viewport... From my perspective, your centroid code is the lesser of two evils :) > Also, you proposed ideas of accumulating transparent triangles in > chunks, rather than one big heap, where different chunks can have > different sorting methods. I liked the idea, but haven't found the > time/energy to actually implement it. Well, if you check in some new sorting code I might be persuaded give you a hand with that part. I think for the time being it would be nice to fix or at least improve upon the following transparency issues: <http://sf.net/tracker/index.php? func=detail&aid=989156&group_id=45158&atid=442052> <http://sf.net/tracker/index.php? func=detail&aid=967773&group_id=45158&atid=442052> <http://sf.net/tracker/index.php? func=detail&aid=973022&group_id=45158&atid=442052> <http://sf.net/tracker/index.php? func=detail&aid=967958&group_id=45158&atid=442052> Then we can work on speeding things up - though at this point your code appears to be faster than the current method anyway. Frank. |
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From: James W. W. <ja...@wr...> - 2004-09-28 22:13:10
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Frank Condello <dev...@ch...> wrote: >James: Has there been any progress with your new sorting algorithms? >I would very much like to see your fast centroid method checked in. I wasn't sure that we had a consensus that it was the right thing to do, since in at least one case the centroid method looks worse than the current method. Also, you proposed ideas of accumulating transparent triangles in chunks, rather than one big heap, where different chunks can have different sorting methods. I liked the idea, but haven't found the time/energy to actually implement it. Surely, if we just wait long enough, the video card wizards will find a way to handle transparency automatically. :-) -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: SourceForge.net <no...@so...> - 2004-09-28 22:03:15
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Bugs item #895106, was opened at 2004-02-11 15:03 Message generated for change (Settings changed) made by pox You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=895106&group_id=45158 Category: None Group: None >Status: Closed Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Colours have no effect on textured geometry Initial Comment: Diffuse/Transparency colours have no effect on textured geometry. The QuickDraw3D behaviour is to modulate colors on geometry using a null shader, otherwise it is ignored. Quesa should probably support this behaviour as the default, but allow Phong/Lambert lit geometry to modulate colours via an extended API. ---------------------------------------------------------------------- Comment By: Frank Condello (pox) Date: 2004-02-21 02:49 Message: Logged In: YES user_id=171509 Some testing with the GeomTest app shows that TriGrid and Triangle geometries actually do respect vertex colours when textured. Although blending works on those geometries, the behaviour is backwards to that of QD3D (geometry lit Phong/Lambert blend colours, null shader does not). This seems to be intended looking at the ir_texture_set_state function however. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=895106&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-09-28 20:04:16
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Bugs item #895092, was opened at 2004-02-11 14:44 Message generated for change (Settings changed) made by pox You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=895092&group_id=45158 Category: None Group: None Status: Closed >Resolution: Works For Me Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Edge and point fill styles may render textured. Initial Comment: Edge and point fill styles are textured if an object has a texture shader further down the pipe. e.g. A display group containing an edge fill style and a trimesh should render with color info only, but a texureshader in the trimesh's attribute set will override the fill style's texture state. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=895092&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-09-28 20:03:55
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Bugs item #905678, was opened at 2004-02-27 03:16 Message generated for change (Settings changed) made by pox You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=905678&group_id=45158 Category: None Group: None >Status: Closed Resolution: Fixed Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Joe Strout (jstrout) Summary: Texture filtering needs improvements Initial Comment: Here are the common filtering options in OpenGL. // Nearest (Quesa's "kQATextureFilter_Fast" setting) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Linear (Quesa's "kQATextureFilter_Best/Mid" setting) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Bilinear (Not supported in Quesa) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Trilinear (Not supported in Quesa) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); Bilinear and Trilinear are commonly the only options most scene graphs/games support, yet neither is supported in Quesa. Fixing this requires a few changes: 1). The "qualityFilter" member in the "TQ3CachedTexture" struct can't be defined as a single GLuint. It either needs min/max values, or should possibly be a "TQ3TextureFilter" name instead, that can be used as a hint when uploading the texture (but that means changing how and where the TQ3TextureFilter is translated into something OpenGL can use). 2). Mipmaps should be generated when not present in a texture shader for filter modes that require them. This will more closely match the QD3D behaviour. but also allow mips to be easily excluded by using a Fast/Mid filter setting. 3). Quesa needs additional TQ3TextureFilter names, and the meaning of existing names should be altered. I'd recommend something like this to maintain compatibility: kQATextureFilter_Fast = Nearest kQATextureFilter_Mid = Linear kQATextureFilter_Best = Bilinear kQATextureFilter_Trilinear = Trilinear ---------------------------------------------------------------------- Comment By: Dair Grant (grantd) Date: 2004-06-15 19:06 Message: Logged In: YES user_id=439944 Bilinear is currently supported (kQATextureFilter_Mid with mip-maps), but the existing texturing filtering options do need rethought - the existing options were picked up from RAVE and so use the kQAxxx_yyy naming convention. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=905678&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-09-28 20:03:54
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Bugs item #967765, was opened at 2004-06-06 16:54 Message generated for change (Settings changed) made by pox You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967765&group_id=45158 Category: None Group: None >Status: Closed Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Bad view transformations for transparent objects Initial Comment: Transparent vertices warp and eventually shoot off into infinity when approaching the camera/hither plane. This is likely a problem with the transforms used in ir_geom_transparent_add. See attached CFM Mac OS X application for an example. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-07-11 22:13 Message: Logged In: YES user_id=433183 I believe that the TransTest sample application illustrated 3 bugs, which may have confused some people looking at this bug: 1. flash over the whole screen when the boxes get close to the hither plane 2. Distortion of textures with alpha 3. Depth-sorting problems causing flickering of individual triangles. Changes I made today to IRTransparent.c and IRPrefix.h seem to have fixed (1) and (2). I added bug 989156 to record bug (3). ---------------------------------------------------------------------- Comment By: Dair Grant (grantd) Date: 2004-06-15 20:00 Message: Logged In: YES user_id=439944 Trying to attach example app. ---------------------------------------------------------------------- Comment By: Frank Condello (pox) Date: 2004-06-06 16:57 Message: Logged In: YES user_id=171509 Well that didn't work - grab the test application here: <http:// webhome.idirect.com/~frankco/rb/TransTest.sit> ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967765&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-09-28 20:03:23
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Bugs item #895106, was opened at 2004-02-11 15:03 Message generated for change (Settings changed) made by pox You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=895106&group_id=45158 Category: None Group: None Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Colours have no effect on textured geometry Initial Comment: Diffuse/Transparency colours have no effect on textured geometry. The QuickDraw3D behaviour is to modulate colors on geometry using a null shader, otherwise it is ignored. Quesa should probably support this behaviour as the default, but allow Phong/Lambert lit geometry to modulate colours via an extended API. ---------------------------------------------------------------------- Comment By: Frank Condello (pox) Date: 2004-02-21 02:49 Message: Logged In: YES user_id=171509 Some testing with the GeomTest app shows that TriGrid and Triangle geometries actually do respect vertex colours when textured. Although blending works on those geometries, the behaviour is backwards to that of QD3D (geometry lit Phong/Lambert blend colours, null shader does not). This seems to be intended looking at the ir_texture_set_state function however. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=895106&group_id=45158 |
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From: Frank C. <dev...@ch...> - 2004-09-28 18:18:12
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On 28-Sep-04, at 1:52 PM, James W. Walker wrote: > Peter Michelsen <Pet...@mi...> wrote: > >> I tried this but it had no effect as the objects are >> transparent..... and I guess ( from testing ) use the last style >> illumination style set in the submit loop. ( does this sound right >> or am I way of base? ). > > That seems right. Quesa saves the illumination style with each > transparent primitive, but only uses it to decide whether to use > specular highlights. That is, it distinguishes Phong and Lambert > illumination from each other, but does not consider NULL illumination. > This should probably be filed as a bug, if it hasn't been already. I pointed this bug report out earlier in the thread: [ 967773 ] Lighting state isn't respected on transparent objects <http://sourceforge.net/tracker/index.php? func=detail&aid=967773&group_id=45158&atid=442052> Simple fix really, but some other states can be merged into a state cache as well, like fog, orientation, and fill - setting those for each polygon is a waste. I can put together a fix but was kinda waiting to see an update to IRTransparent.c first, since the sorting code has proven to been unusable for my purposes. James: Has there been any progress with your new sorting algorithms? I would very much like to see your fast centroid method checked in. There are also some related fixes that would help bring the transparency renderer up to snuff: <http://sourceforge.net/tracker/index.php? func=detail&aid=973022&group_id=45158&atid=442052> <http://sourceforge.net/tracker/index.php? func=detail&aid=967958&group_id=45158&atid=442052> Frank. |
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From: SourceForge.net <no...@so...> - 2004-09-28 17:58:18
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Bugs item #967765, was opened at 2004-06-06 16:54 Message generated for change (Settings changed) made by pox You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967765&group_id=45158 Category: None Group: None Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Bad view transformations for transparent objects Initial Comment: Transparent vertices warp and eventually shoot off into infinity when approaching the camera/hither plane. This is likely a problem with the transforms used in ir_geom_transparent_add. See attached CFM Mac OS X application for an example. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-07-11 22:13 Message: Logged In: YES user_id=433183 I believe that the TransTest sample application illustrated 3 bugs, which may have confused some people looking at this bug: 1. flash over the whole screen when the boxes get close to the hither plane 2. Distortion of textures with alpha 3. Depth-sorting problems causing flickering of individual triangles. Changes I made today to IRTransparent.c and IRPrefix.h seem to have fixed (1) and (2). I added bug 989156 to record bug (3). ---------------------------------------------------------------------- Comment By: Dair Grant (grantd) Date: 2004-06-15 20:00 Message: Logged In: YES user_id=439944 Trying to attach example app. ---------------------------------------------------------------------- Comment By: Frank Condello (pox) Date: 2004-06-06 16:57 Message: Logged In: YES user_id=171509 Well that didn't work - grab the test application here: <http:// webhome.idirect.com/~frankco/rb/TransTest.sit> ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967765&group_id=45158 |
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From: James W. W. <ja...@wr...> - 2004-09-28 17:52:04
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Peter Michelsen <Pet...@mi...> wrote: >I tried this but it had no effect as the objects are >transparent..... and I guess ( from testing ) use the last style >illumination style set in the submit loop. ( does this sound right >or am I way of base? ). That seems right. Quesa saves the illumination style with each transparent primitive, but only uses it to decide whether to use specular highlights. That is, it distinguishes Phong and Lambert illumination from each other, but does not consider NULL illumination. This should probably be filed as a bug, if it hasn't been already. What platform(s) are you targeting? If all you need is Mac OS X, then I would suggest not doing the selection stuff inside Quesa, but using a transparent overlay window. That way, the Quesa content does not need to be re-rendered as the selection rectangle changes. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Frank C. <dev...@ch...> - 2004-09-28 17:44:16
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I've gone ahead and closed a few of my bug reports - reasons below: [ 905678 ] Texture filtering needs improvements <http://sourceforge.net/tracker/index.php? func=detail&aid=905678&group_id=45158&atid=442052> Fixed - The current code is sufficient for now and fulfills the bug report as it works very closely to how QD3D handles things, but as Dair states in that report there are better ways to go about it (i.e. per texture). I'll likely open another report regarding this in the future, but for now it works. [ 895106 ] Colours have no effect on textured geometry <http://sourceforge.net/tracker/index.php? func=detail&aid=895106&group_id=45158&atid=442052> Fixed - Now works identical to QD3D. [ 895092 ] Edge and point fill styles may render textured. <http://sourceforge.net/tracker/index.php? func=detail&aid=895092&group_id=45158&atid=442052> No longer reproducible - I think this may have been fixed as a side effect of fixing bug #895099 <http://sourceforge.net/tracker/index.php? func=detail&aid=895099&group_id=45158&atid=442052> [ 967765 ] Bad view transformations for transparent objects <http://sourceforge.net/tracker/index.php? func=detail&aid=967765&group_id=45158&atid=442052> Fixed - This bug was left open since it discussed poor sorting as well, but that has it's own report now: <http://sourceforge.net/tracker/index.php? func=detail&aid=989156&group_id=45158&atid=442052> Frank. |
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From: SourceForge.net <no...@so...> - 2004-09-28 17:34:44
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Bugs item #895092, was opened at 2004-02-11 14:44 Message generated for change (Settings changed) made by pox You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=895092&group_id=45158 Category: None Group: None >Status: Closed Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Edge and point fill styles may render textured. Initial Comment: Edge and point fill styles are textured if an object has a texture shader further down the pipe. e.g. A display group containing an edge fill style and a trimesh should render with color info only, but a texureshader in the trimesh's attribute set will override the fill style's texture state. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=895092&group_id=45158 |
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From: Frank C. <dev...@ch...> - 2004-09-28 17:27:29
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On 28-Sep-04, at 1:09 PM, Peter Michelsen wrote: > On 28 Sep 2004, at 17:13, Frank Condello wrote: > >> On 28-Sep-04, at 11:09 AM, Peter Michelsen wrote: >> >>> I have setup all the objects needed to create this effect, including >>> four polygons with; an attribute of diffuse gray colour ( 0xAFFF) >>> and an attribute of transparency colour ( 0xAFFF ) and no other >>> attributes. >>> >>> Now the problem, as the camera rotate around the polygons colour >>> changes. The reason is that the polygons are real 3D objects in >>> Quesa space so are effected by the sun light. ( tested by turning >>> the sun off e.g. the directional light ). >>> >>> We normally overcome this problem by submitting objects before the >>> view light style is added but as the polygons are transparent this >>> trick does not work. >> >> It's probably safer to put that geometry into a display group with a >> null shader, but depending on which version of Quesa your using you >> may be seeing this bug: >> <http://sourceforge.net/tracker/index.php? >> func=detail&aid=967773&group_id=45158&atid=442052> > > I tried this but it had no effect as the objects are transparent..... > and I guess ( from testing ) use the last style illumination style set > in the submit loop. ( does this sound right or am I way of base? ). That's correct- the illumination of the last solid object is errantly maintained for the entire transparent pass. The bug report linked above includes a bit of a workaround if your're using the CVS source. Frank. |
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From: Peter M. <Pet...@mi...> - 2004-09-28 17:10:03
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On 28 Sep 2004, at 17:13, Frank Condello wrote: > On 28-Sep-04, at 11:09 AM, Peter Michelsen wrote: > >> I have setup all the objects needed to create this effect, including >> four polygons with; an attribute of diffuse gray colour ( 0xAFFF) and >> an attribute of transparency colour ( 0xAFFF ) and no other >> attributes. >> >> Now the problem, as the camera rotate around the polygons colour >> changes. The reason is that the polygons are real 3D objects in Quesa >> space so are effected by the sun light. ( tested by turning the sun >> off e.g. the directional light ). >> >> We normally overcome this problem by submitting objects before the >> view light style is added but as the polygons are transparent this >> trick does not work. > > It's probably safer to put that geometry into a display group with a > null shader, but depending on which version of Quesa your using you > may be seeing this bug: > <http://sourceforge.net/tracker/index.php? > func=detail&aid=967773&group_id=45158&atid=442052> > > Frank, > > Hi Frank, I tried this but it had no effect as the objects are transparent..... and I guess ( from testing ) use the last style illumination style set in the submit loop. ( does this sound right or am I way of base? ). Peter. > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |
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From: Peter M. <Pet...@mi...> - 2004-09-28 17:07:20
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On 28 Sep 2004, at 16:58, James W. Walker wrote: > > On Sep 28, 2004, at 8:09 AM, Peter Michelsen wrote: > >> Now the problem, as the camera rotate around the polygons colour >> changes. The reason is that the polygons are real 3D objects in Quesa >> space so are effected by the sun light. ( tested by turning the sun >> off e.g. the directional light ). >> >> We normally overcome this problem by submitting objects before the >> view light style is added but as the polygons are transparent this >> trick does not work. >> >> Any ideas on overcoming this. > > How about submitting it with a NULL illumination shader? > -- I have tried this and yes it works but affects all transparent objects not just the selection boxes..... which is a bit of a problem. ( Changing styles between submitting had no effect either. ) Can NULL illumination shader be submitted as an attribute to an object and not a style for the view ? Please note: I also tested adding the NULL illumination shader added to the display group in which the objects are grouped and this had no effect on stopping the light data mixing. We are now using the latest CVS version of Quesa. Thanks for the info. Peter. > <http://www.jwwalker.com/> > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |
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From: Frank C. <dev...@ch...> - 2004-09-28 16:13:13
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On 28-Sep-04, at 11:09 AM, Peter Michelsen wrote: > I have setup all the objects needed to create this effect, including > four polygons with; an attribute of diffuse gray colour ( 0xAFFF) and > an attribute of transparency colour ( 0xAFFF ) and no other > attributes. > > Now the problem, as the camera rotate around the polygons colour > changes. The reason is that the polygons are real 3D objects in Quesa > space so are effected by the sun light. ( tested by turning the sun > off e.g. the directional light ). > > We normally overcome this problem by submitting objects before the > view light style is added but as the polygons are transparent this > trick does not work. It's probably safer to put that geometry into a display group with a null shader, but depending on which version of Quesa your using you may be seeing this bug: <http://sourceforge.net/tracker/index.php? func=detail&aid=967773&group_id=45158&atid=442052> Frank, |
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From: James W. W. <os...@jw...> - 2004-09-28 15:58:15
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On Sep 28, 2004, at 8:09 AM, Peter Michelsen wrote: > Now the problem, as the camera rotate around the polygons colour > changes. The reason is that the polygons are real 3D objects in Quesa > space so are effected by the sun light. ( tested by turning the sun > off e.g. the directional light ). > > We normally overcome this problem by submitting objects before the > view light style is added but as the polygons are transparent this > trick does not work. > > Any ideas on overcoming this. How about submitting it with a NULL illumination shader? -- <http://www.jwwalker.com/> |
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From: Peter M. <Pet...@mi...> - 2004-09-28 15:09:27
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Hello all, Sorry to be bugging the list but I would like some help on a problem with transparent camera transform objects. First a little background, I am trying to simulate the selection box used by Apple in Preview, that is one white box then one black box and finally a light gray transparency elsewhere. I have setup all the objects needed to create this effect, including four polygons with; an attribute of diffuse gray colour ( 0xAFFF) and an attribute of transparency colour ( 0xAFFF ) and no other attributes. Now the problem, as the camera rotate around the polygons colour changes. The reason is that the polygons are real 3D objects in Quesa space so are effected by the sun light. ( tested by turning the sun off e.g. the directional light ). We normally overcome this problem by submitting objects before the view light style is added but as the polygons are transparent this trick does not work. Any ideas on overcoming this. Is there an attribute that can be added to stop direction, point and ambient light data being mixed with objects that have transparent colour attributes? Thanks in advance for any help. Peter. |
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From: SourceForge.net <no...@so...> - 2004-09-23 07:22:30
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Bugs item #1032785, was opened at 2004-09-23 02:44 Message generated for change (Comment added) made by bork3d You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1032785&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: bork3d (bork3d) Assigned to: Nobody/Anonymous (nobody) Summary: DrawContext mask image initialisation Initial Comment: A "malloc debug: double free" occurs in Q3Bitmap_Empty. The pointer to be freed is garbage due to an uninitialised field in a TQ3MacDrawContextData structure declared on the stack. This can be fixed where the DrawingContext is initialized in e3drawcontext_mac_new(). /* E3MacDrawContext_New is being called without the mask image field explicitly set, causing problems in Q3Bitmap_Empty. * Callers _do_ however set maskState to kQ3False, so respect a valid mask image if maskState is kQ3True */ if (instanceData- >data.macData.theData.drawContextData.maskState == kQ3False) instanceData- >data.macData.theData.drawContextData.mask.image = NULL; Similar fixes should be applied to other platform specific DrawingContext initialisation routines, such as e3drawcontext_windc_new() etc ---------------------------------------------------------------------- >Comment By: bork3d (bork3d) Date: 2004-09-23 17:22 Message: Logged In: YES user_id=1126574 > If some client code calls Q3MacDrawContext_New without setting > all the fields of the TQ3MacDrawContextData structure, that's their bug, not Quesa's The clients that do not initialise the mask bitmap image field are actually internal Quesa calls. For example, Q3Viewer_New and Q3DrawContext_New > 3drawcontext_mac_delete does check the maskState field before calling Q3Bitmap_Empty That's just one path of many to reach Q3Bitmap_Empty and there are many code points where the maskState could be checked. The scenario to trigger the bug is: A DrawContext is created with Q3DrawContext_New (on Mac this calls E3MacDrawContext_NewWithWindow, which allocates a TQ3DrawContextData structure on the stack, sets the maskState to kQ3False but does not initialise the mask.image field, which ensures the new DrawContext object's mask.image is garbage). Later one replaces the mask with Q3DrawContext_SetMask() which calls E3Bitmap_Replace(), disposing the garbage mask image. DrawContext_New takes a TQ3DrawContextData pointer as a parameter. The internal callers of DrawContext_New (and also the sample code on which many apps are based) follow a common pattern that indicates an implied software contract in the use of DrawContext_New(): Clients initialise the maskState field to kQ3False to indicate the mask is not used. These clients do not explicitly set the mask's bitmap image field to NULL when maskState field is kQ3False and pass a stack declared structure that has random values in the TQ3Bitmap field of the TQ3DrawContextData. The implied contract is that if the maskState is kQ3False then the mask bitmap will not be accessed. The clients assume that just setting maskState to kQ3False is sufficent. This however does not mean that Quesa will not access the bitmap, as there is at least one case where the bitmap is accessed without regard to the maskState flag: Q3DrawContext_SetMask() disposes of the old bitmap before installing a new one. This is a problem when the old bitmap image field is not a valid pointer. I assert that the software contract that DrawContext_New will create a fully valid DrawContext object requires the mask's bitmap image field must initially be NULL if imageState is kQ3False. The clients do not explicitly set it, so DrawContext_New itself must enforce this condition. The options to ensure DrawContext_New creates a fully valid object are: 1. Require clients must set mask.image to NULL. 2. Ensure the condition internally during DrawContext initialisation. The bottleneck routines (e3drawcontext_PLATFORM_new) are the candidates for ensuring mask.image is NULL when the maskState is kQ3False. And finally, what does QD3D do? It accepts TQ3DrawContextData with maskState kQ3False and garbage image pointer (witness all the sample code that uses this) and Q3DrawContext_SetMask() does not deallocate random memory. So the condition is enforced in QD3D. Devil's advocate argument: what if I want to set a mask at initialisation but I also set the maskState kQ3False because I dont want to use the mask immediately but will later use Q3DrawContext_SetMaskState() to toggle the use of the mask. The suggested fix will null the valid bitmap image and cause a leak. The workaround is to use Q3DrawContext_SetMask() after creating the DrawContext with null mask. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-09-23 03:27 Message: Logged In: YES user_id=433183 I don't understand this. If some client code calls Q3MacDrawContext_New without setting all the fields of the TQ3MacDrawContextData structure, that's their bug, not Quesa's. Furthermore, e3drawcontext_mac_delete does check the maskState field before calling Q3Bitmap_Empty. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1032785&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-09-22 17:27:16
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Bugs item #1032785, was opened at 2004-09-22 09:44 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1032785&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: bork3d (bork3d) Assigned to: Nobody/Anonymous (nobody) Summary: DrawContext mask image initialisation Initial Comment: A "malloc debug: double free" occurs in Q3Bitmap_Empty. The pointer to be freed is garbage due to an uninitialised field in a TQ3MacDrawContextData structure declared on the stack. This can be fixed where the DrawingContext is initialized in e3drawcontext_mac_new(). /* E3MacDrawContext_New is being called without the mask image field explicitly set, causing problems in Q3Bitmap_Empty. * Callers _do_ however set maskState to kQ3False, so respect a valid mask image if maskState is kQ3True */ if (instanceData- >data.macData.theData.drawContextData.maskState == kQ3False) instanceData- >data.macData.theData.drawContextData.mask.image = NULL; Similar fixes should be applied to other platform specific DrawingContext initialisation routines, such as e3drawcontext_windc_new() etc ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2004-09-22 10:27 Message: Logged In: YES user_id=433183 I don't understand this. If some client code calls Q3MacDrawContext_New without setting all the fields of the TQ3MacDrawContextData structure, that's their bug, not Quesa's. Furthermore, e3drawcontext_mac_delete does check the maskState field before calling Q3Bitmap_Empty. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1032785&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-09-22 16:44:58
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Bugs item #1032785, was opened at 2004-09-23 02:44 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1032785&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: bork3d (bork3d) Assigned to: Nobody/Anonymous (nobody) Summary: DrawContext mask image initialisation Initial Comment: A "malloc debug: double free" occurs in Q3Bitmap_Empty. The pointer to be freed is garbage due to an uninitialised field in a TQ3MacDrawContextData structure declared on the stack. This can be fixed where the DrawingContext is initialized in e3drawcontext_mac_new(). /* E3MacDrawContext_New is being called without the mask image field explicitly set, causing problems in Q3Bitmap_Empty. * Callers _do_ however set maskState to kQ3False, so respect a valid mask image if maskState is kQ3True */ if (instanceData- >data.macData.theData.drawContextData.maskState == kQ3False) instanceData- >data.macData.theData.drawContextData.mask.image = NULL; Similar fixes should be applied to other platform specific DrawingContext initialisation routines, such as e3drawcontext_windc_new() etc ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1032785&group_id=45158 |
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From: Peter M. <Pet...@mi...> - 2004-09-22 15:33:14
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Thanks Tom, That did the job for the top left corner but now the issue moved to the bottom right, which would seem more like place. Anyway it means that my math's can be a little simpler and the selection rectangle works in all quadrants so I am happy. Peter. |