[Sandy] Sandy 2.0 third draft
kiroukou at gmail.com
Thu Apr 19 07:01:00 EDT 2007
Yes I 'll look at the little problem. But I prefer this ;)
Thanks once again for your precious help !!
2007/4/19, Petit <petit at petitpub.com>:
> Oh, I didn't realize how fast you are ;)
> I have now downloaded the latest commit, and the strange distortions at
> the clipping edge is gone.
> That looks fine, but I got another peculiarity.
> I have a cube in the global origin wearing a texture, and I zoom in at
> one corner.
> When I come to the point, where the cube should be clipped at the
> frustum planes,
> the image of the cube freezes, and a seemingly new cube around it is now
> zoomed and clipped.
> Probably simple to solve Thomas?
> The frustum clipping of textures seems to work, and that's supa cool ;)
> Thomas Pfeiffer wrote:
> > Well the only thing is to simplify the primitive creation an,d having
> > code at drawing time :)
> > But that optimize a lot, so maybe it worth the pain to implement it .
> > Is there still a problem with clipping ? (with the latest comit I did? )
> > thanks for your commend, as usual.
> > 2007/4/19, Petit <petit at petitpub.com>:
> >> The primitives look great, and they now can handle textures, even if
> >> strange things still happen when clipping them.
> >> Letting the Material's render themselves in a specialized manner may be
> >> a good thing.
> >> I like generalized code, but if it is to take care of too many special
> >> cases, there is no advantage in a general render method.
> >> What do we gain by having only 'tri' mode? Other than less code of
> >> course ;)
> >> I thought the 'quad' mode was fine when you use only simple materials,
> >> as it leads to fewer calculations and drawing operations.
> >> /Petit
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