Hi Dirk,
I am have been doing all the necessary modifications. As you can see, it's
taking a while.. Most of the job is already done, and here in my computer, I
can already use the BalancedMW in stereo and thats fine. Now, I am currently
porting the Experimental/ShadowMapViewport and Experimental/ShadowViewport
viewports to use the activate/deactivate method. They are working already,
but with some issues..
When modifying the SoftFirstW and BalancedMW, sometimes it was necessary to
setup the read buffer (glReadBuffer) to the appropriate viewport to get the
image from it. So, I have done this by including the glReadBuffer() together
with glDrawBuffer() into the activate/deactivate() methods of the
StereoBufferVP.. and I dont think it was good solution..was it?
Also, the Experimental shadow viewports inherits the StereoBufferViewport
and changes the size of the viewport very frequently, and every time it does
it, i need to call the activate method, and this sets and unsets the buffer
unnecessary.. because only the size of the viewport was changed.
So, I would like to ask if these issues are not so big and can be ignored,
or it would be better to change the activate/deactivate method to something
different..
I actually though on letting the activate() method receive a Mask value as
an argument.. like, activate( UInt16 mask ), where mask could be a
combination of the following: Viewport::ActivateRead,
Viewport::ActivateWrite or Viewport::ActivateSize ...
The Viewport::activate method coud have the Viewport::ActivateSize as
default flag mask. And the StereoBufferViewport::activate method could have
the ActivateSize and ActivateWrite flags as default..
Well, what do you think? I would appreciate any suggestions on this topics..
design, method name .. flags name.. anything..
Thanks,
Olavo.
On 2/14/07, Dirk Reiners <[EMAIL PROTECTED]> wrote:
Hi Olavo,
Olavo Belloc wrote:
> Hi Marcus,
>
> Thanks for your help, I will probably(almost sure) need it.. =)
>
> I was studying the viewport's implementation to introduce the
> activate()/deactivate() methods. These methods would set/unset the
> viewport settings (glViewport, glScissor, glDrawBuffer.. etc). Those
> will help to fix the stereo bug in a more clear way, for both BalancedMW
> and SortFirstW. However, by reading the code, I got some newbie
questions:
>
> 1. In the PassiveViewport::draw() function, there is no
> "action->setTravMask(getTravMask());" like at the Viewport::draw()
> function. Why? Inst it necessary in this case? or its a bug? The same
> happens in the PassiveViewport::render() function.
Nope, that's a bug, thanks for spotting it!
> 2. Why do the viewport setup (glViewport,glScissor,...) was moved from
> the Viewport's ::render() function to the RenderAction::start()
function?
I vaguely remember that the motivation was for looking into separating
cull and
draw, which we never got around to for 1. So I think you can safely move
that
back into the Viewport, and make it adhere nicer to your changes.
Gerrit, please correct me if you see something I'm missing.
> I would really appreciate some help on these questions.
Hope it helps and thanks for your help!
Dirk
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