Well the way we are going will allow you to deal with the overlay in a way
similar to a JWindow.  Basically you create the overlay at a certain size,
and you can position it anywhere you want.  You can change its position any
time.  The position is same as AWT, which puts 0,0 as the upper left hand
corner of the screen (canvas).  The drawing of the graphics in the overlay
is completely under your control in a standard paint() method.  The overlay
system takes care of the rest.

Regarding rasters... I have only used them to retrieve the z-buffer, I have
never tried using them to put an object into the scene.  I don't know
anything about them.  How are they implemented in DirectX and OpenGL?

1. Are they to the backbuffer before swap, or is it implemented using 3d
geometry?
2. Do they use texture memory?
3. The spec seems to imply that you can update a portion of the raster, is
this done memory efficiently?
4. Are they fast?

If I don't get answers on this I will play with them, because I am keen to
know what they can do.

Dave



-----Original Message-----
From: Artur Biesiadowski [mailto:[EMAIL PROTECTED]]
Sent: Monday, June 11, 2001 3:32 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Overlay Library


"Yazel, David J." wrote:

> 17. No plans to implement resize because of the issus involved in
rebuilding
> the sub-textures.  Would be easier to just make a new one.  We might
support
> use of model-clips to clip in from a maximum size.

I was trying to do overlay system some time ago and failed. Anyway, I've
come up with following interface - it might be an overkill if you don't
plan resize, but maybe you will like to reuse some idea.

Overlay have specified xoffset, yoffset, width and height at creation
time. These are double values, with following meanings:

xoffset -
        if positive > 1, means distance of left edge of overlay from left
side
of window in pixels
        if negative < -1, means distance of right edge of overlay from right
side of window in pixels
        if positive < 1, means how much free space should be used for the
left
side (fraction)
        if negative > -1, means how much free space should be used for the
right side (same as 1+negative)
yoffset - the same, just top and bottom

width -
        if positive > 1 means width of overlay in pixels
        if negative < -1 means how much free width should be left on screen
after substracting overlay width (in pixels)
        if positive < 1 means width of overlay as fraction of entire window
width
        if negative > -1 means fraction of width which should be unoccupied
by
overlay (same as 1+negative)
height - same as width, just for height

This would allow for very dynamic system, but unfortunately size of
texture would have to change with window resizes. It might be too much
for your needs, then please implement at least negative offsets - to
allow placing overlay relative to right and bottom edges (not only top
and left). Fractional offsets would be also nice (allows for example
centering with 0.5, 0.5 offsets).

Artur

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