Hi folks,

Gerrit Voss wrote:
>
> my answer would be it does not have to. The basics are done, I'll try to
> get a least a small test for CPtr MT rendering done so if somebody wants
> to make the decision FCPtr or CPtr and change the interface accordingly 
> it should be possible ;-) Most of my opinions and concerns are known
> anyway ;-)
Allen Bierbaum wrote:
> I guess that means that Dirk knows them.  I just wanted to know if 
> there will still be on-going discussions about this.  My take away 
> from this thread is that we will probably delay these discussions (but 
> they do need to happen ASAP).  Do you agree Dirk?

I would like to get it done ASAP, too. My hope is that we can get rid of 
a lot of complexity in the Pointer arena by deciding on using something 
simple like CPtrs, and I would be happy to spend whatever time I have on 
changing interfaces.

Gerrit Voss wrote:
> Even in hiding I want to keep my work public enough that it won't be a 
> big surprise at the end and that it does not collide with other things
> going on. I basically want to focus and blend out all the other distracting 
> elements (like ptr stuff, collada loader, ...). And I won't stop all coding 
> ;-)
>   
That's reassuring. ;)
> As you two are most likely use/work on the same parts right now I hope we 
> could keep 
> ourselves somehow synchronized ;-), that is one idea behind the public git 
> repository. 
> And there will be intermediate merge points were I push things into the svn 
> so it
> is easier for you to use and follow.
>   
OK.
> As said discussions around the rendering backend are and will be always 
> welcome ;-)
>
> The stage stuff should be kind of stable for the moment, though the usage
> is not very intuitive, the stages, except the initial one are executed in
> reverse creation order (interestingly the svn has creation order execution 
> but this is wrong). Let's see if I can come up with a clever way to get
> around this problem ;-) Overall there are one or two problems left right now, 
> currently
> only cores can create a stage, but it might be interesting to have 
> 'materials' do so
> too. Another one is having finer control over stage execution (e.g. on demand,
> once per frame, every time traversed). So hopefully most of the stuff will be 
> additions
> which don't break what is already there. There will be some warning time until
> it reaches the svn repository and I'll make sure you know before it shows up 
> ;-)
>   
I haven't looked at the code, but I don't think dependency would be a 
big deal. I assume you just have a vector of stages that you collect on 
traversal and that are executed in whatever order they're found?
> My immediate focus will be more on overriding material (mainly shader) parts. 
> Which is 
> needed if you want to do shadow maps or early z passes and the vertex shader 
> affects
> the geometry. Basically you want the vertex stage results while at the same 
> time avoid 
> executing expensive fragment shaders which should be replaced by the cheapest 
> possible
> variation. Which will be followed by looking into the more general dynamic 
> shader composition  
> problem. These are the main two areas I need to get a rough idea of before I 
> can write
> something ;-).
>   
I see you needing complex stuff for shaders that change geometry. Allen, 
do you need that? I thought your models were static, so that a simnple 
total override would work for you. That's easy to do.

    Dirk


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