Hello Dirk, Am 26.02.2007 um 22:47 schrieb Dirk Reiners:
> 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? Yes! Consider the case when you want to use the same texture twice, but with different envmodes. When the envmode is part of the Obj chunk, you have to copy the same texture twice into the texture memory. When the envmode is part of the Env chunk, you can share the texture object. It's just a matter of efficiency. I strongly object to putting any status variables into the Obj chunk that are not part of the underlying OpenGL texture object. Bye, Patrick ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Opensg-core mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-core
