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From: James W. <ja...@fr...> - 2007-03-29 21:55:37
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I'm thinking of adding a per-pixel lighting option when the hardware supports OpenGL Shading Language. It would have to be an option because it will slow down rendering some. Any opinions as to how this option should be selected ... an object property on the renderer, or a new flavor of illumination shader, or an object property on the Phong illumination shader, or something else? -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Jose' C. <cru...@ce...> - 2007-03-29 22:50:33
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Il giorno 29/mar/07, alle ore 23:55, James Walker ha scritto: > an object property on the renderer, or a new > flavor of illumination shader, or an object property on the Phong > illumination shader mmm,,, difficult to say the property in the renderer seems the easyest, but a illumination shader allow us to select the mode in a per object manner... 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: Dan Z. <que...@ma...> - 2007-03-29 22:43:55
Attachments:
smime.p7s
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1. Style? 2. View Hint (this is how it was traditionally done with plug-in renderers in QD3D) On Mar 29, 2007, at 2:55 PM, James Walker wrote: > I'm thinking of adding a per-pixel lighting option when the hardware > supports OpenGL Shading Language. It would have to be an option > because > it will slow down rendering some. Any opinions as to how this option > should be selected ... an object property on the renderer, or a new > flavor of illumination shader, or an object property on the Phong > illumination shader, or something else? > -- > James W. Walker, Innoventive Software LLC > <http://www.frameforge3d.com/> > > ---------------------------------------------------------------------- > --- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to > share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php? > page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |
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From: James W. <ja...@fr...> - 2007-03-30 00:42:52
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Dan Zinngrabe wrote: > 1. Style? > 2. View Hint (this is how it was traditionally done with plug-in > renderers in QD3D) It's my understanding that a view hints object is basically a way of wrapping up, for 3DMF storage, information that would exist elsewhere at run time. For example a view hint can record the clear image color, but at run time the draw context object knows the clear image color. I'm leaning toward an object property on the renderer. I don't envision a great need to use it for some objects and not others. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Dan Z. <que...@ma...> - 2007-03-30 00:58:47
Attachments:
smime.p7s
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On Mar 29, 2007, at 5:42 PM, James Walker wrote: > Dan Zinngrabe wrote: > >> 1. Style? >> 2. View Hint (this is how it was traditionally done with plug-in >> renderers in QD3D) > > It's my understanding that a view hints object is basically a way of > wrapping up, for 3DMF storage, information that would exist > elsewhere at > run time. For example a view hint can record the clear image > color, but > at run time the draw context object knows the clear image color. > > I'm leaning toward an object property on the renderer. I don't > envision > a great need to use it for some objects and not others. > -- > James W. Walker, Innoventive Software LLC > <http://www.frameforge3d.com/> > It's something that was renderer-specific back in the QD3D days. A good example would be material properties for one of the LightWork renderers, that sort of things was stored in ViewHints and could thus be saved in a 3DMF edited or viewed with that renderer. Since the per- pixel lighting would still be pretty much renderer-specific, using the ViewHints makes some sense to me. |
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From: Jose' C. <cru...@ce...> - 2007-03-30 06:30:42
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Il giorno 30/mar/07, alle ore 02:58, Dan Zinngrabe ha scritto: > Since the per-pixel lighting would still be pretty much renderer- > specific, using the ViewHints makes some sense to but ViewHints is a way to store renderer specific properties in a 3dmf file, so you both are saying the same thing 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...> - 2007-03-30 16:26:47
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On 30 Mar, 2007, at 07:30, Jose' Cruanyes wrote: > >> Since the per-pixel lighting would still be pretty much renderer- >> specific, using the ViewHints makes some sense to > > but ViewHints is a way to store renderer specific properties in a > 3dmf file, so you both are saying the same thing > Yes thats right, they are intended just for use in files, though they can also be used to encapsulate the setup for one view to apply to another view. Renderers can have a user interface. This is currently only used for plugin renderers but I don't think there is a restriction to them only. The Microspot renderer uses it though many of the calls it currently uses have been deprecated by Apple. The application just asks the renderer to interact with the user and so it has to have platform specific code to bring up a dialog or whatever and store the selected preferences in its own prefs file. If it simply an on or off preference, then you could have one renderer with it on an another with it off. Roger. |