Marten Stromberg wrote:
> 
> Roman Grigoriev wrote:
> >
> > Guys
> > could you please explain me some state of things
> > 1) plib and vertex arrays
> > Does this feature implement yet in plib or not
> > if not mybe there are some suggestions how to make it
> > As I understand now plib works with display lists
> > this can speed up rendering process but if we use vertex arrays it will be
> > more faster
> > so we can run for example ./configure --with-nvidia-ext
> > as I understand when I load models from 3ds I should get vertexes normals
> > and texture coordinates for separate arrays and locate them to card memory
> > or there are another way?

PLIB supports vertex arrays already - but whether the model loaders generate
vertex arrays or one of the several other data structures is an open issue.
It's hard to make them do what *everyone* wants simultaneously.

> > 2) multitexturing and plib
> > To implement lightmaps for FGFS (light lobes) I need multitexturing
> > The process:
> > 1) read all poligons vertexes,normals,texcoords
> > 2) use multitexturing
> > 3) compute lightmaps
> > 4) apply main texture and lightmaps texture
> > Any suggestions how to make it using plib

I don't think PLIB should be taking on the task of generating the lightmaps.

But multitexture support is clearly a critical thing we need to implement
fairly soon.
 
> We have discussed how to implement multitexturing support, and it turns
> out to be pretty hard to do without causing minor performance penalties
> for single-textured geometry. To be realistic, I do not think you will se
> it happen until the next major release of PLIB (but I promise to try and
> push it the best I can).

Well, I'd like to get a minor/stable release done fairly soon so we can
move on with some of these major issues.  The last time I suggested we do
that, a few people said they needed to fix a few items - so I held off from
doing that - but we need to re-visit that.

What does everyone need to do before we make a new stable release?

----------------------------- Steve Baker -------------------------------
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