I gues you have to use the zoom variable, to translate closer to the variable.

From: "sana anwar" <[EMAIL PROTECTED]>
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Subject: Re: [Lib3ds-devel] Materials
Date: Thu, 25 May 2006 16:02:07 +0500
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hi!
i m here again with another problem. i m trying to embbed zoom in/out effect
in the read 3ds file.but i dont know how to use *lib3ds_viewport_set_views(),
Lib3dsView{Lib3dsFloat zoom;}* for this purpose.please tell me if i m in
right direction or i have to do something else for zooming effect n how can
i do it.

thanks

Sana Anwar



On 5/23/06, Gernot Ziegler <[EMAIL PROTECTED]> wrote:


> About those shaders. Have you actually tried to use the switching
> mechanism? Since I gues switching in shaders won't make it much
> faster(rather slower).
Oh, you mean if-statements and similar inside vertex and fragment shaders
? The performance depends _very much_ on the hardware.

But that is not necessary in your case - you could just have _different_
shaders prepared, and switch _the whole shader_ depending on the material
you want to render.

> And another problem, how do I need to set those
> uniform variables for a whole model, using VBO's? I gues that's not
> possible, so I would almost need to make a VBO per mesh(or use that
> instancing).
No, uniform variables are set as attributes to the current shader, see
e.g.
http://developer.3dlabs.com/documents/GLmanpages/glUniform.htm

> Since i'm trying to make a game, I gues I don't have a real need for
> specular and diffuse color. I gues just goodlooking textures would be
> fine. But if you still have some ideas, please let me know.
a _game_ ? Well, on the contrary: then I guess shaders would improve the
game's looks a _lot_ :-)

Servus,
Gernot

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