Hi,
On Mon, 2007-02-26 at 15:47 -0600, Dirk Reiners wrote:
> Hi All,
>
> we're considering changing the TextureObjChunk/TextureEvChunk split for 2 a
> little.
>
> Background: in 1 we had one big TextureChunk that got very unwieldy with all
> the
> nVidia extensions in it. For 2 the current design splits off all
> glTexEnv-related data into the TextureEnvChunk, and only texture
> image-related
> stuff is in TextureObjChunk.
>
> The problem is that to actually define a usable texture one mostly needs to
> set
> the basic texture environment (GL_DECAL, GL_REPLACE, ...), so one always has
> to
> create a TextureEnvChunk, making things more complicated than before.
>
> The idea is to return the most basic options, envMode and envColor, from the
> Env
> to the Obj Chunk, so that only unusual setups need the actual Env Chunk.
>
> Can anybody think of a reason not to do that?
further on the background of the split (as I did it ;-)) :
actually it was mainly not because of the size but because I wanted to
use TextureObjRefChunks, still be able to control the environment and
avoid code duplication.
So a little bit I would prefer to keep it separated (but I see the
complicated part of it). We could move it back to TexObj and add
something like a FullEnv chunk which can override the TexObj settings.
Adding another chunk might be overkill.
Another option would be to add it to either TexObjRef (too) or TexBase
that looks kind of strange, but a workable solution.
Or we keep it inside both (worst case IMHO) but this might be to
confusing (even if the winning rules are clear). Especially for
tools.
regards,
gerrit
--
It's Emergent[*], you see.
[*] [adj] A word favored by computer nerds; mandatory for DARPA research
applications; on recent evidence, a synonym for 'doomed'.
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