Spilling some ideas out whilst I remember them.. The layer textures could be A8 textures, rather then ARGB textures. (Saving 4x memory). This would require the combining to be done in a pixel shader which can colour each layer.
I'm not yet sure how to do colouring of selected components (will probably require the geometry to be re-spat-out with flags on selected parts, or selected parts drawn separately). For "finding" connected tracks, I thought if might be nice to tag the vertices we emit with a netID number. I don't know how quickly we'd run out of IDs, but it shouldn't be a real issue. Basically then, if you can give the vertex shader a run-time uniform parameter for it to test against on each vertex and choose the colour to use. This lets you retain the same cached geometry no matter which trace you highlight. Selection is of course harder, as there are so many objects - and multiple objects can be selected at once. I would love to get to the point where hitting "f" on a track fades out the saturation / increases the opacity for non-"found" tracks around it. I want to make the renderer capable of such effects, and make the application of them adjustable. I'm sure some good usability / human interaction designers out there can come up with some awesome uses for such features. -- Peter Clifton Electrical Engineering Division, Engineering Department, University of Cambridge, 9, JJ Thomson Avenue, Cambridge CB3 0FA Tel: +44 (0)7729 980173 - (No signal in the lab!) Tel: +44 (0)1223 748328 - (Shared lab phone, ask for me) _______________________________________________ geda-user mailing list [email protected] http://www.seul.org/cgi-bin/mailman/listinfo/geda-user

