hmm. Good question :)

I thought about it a little, and I see a few ways it might be done:

- The arguments could be passed in the same way other primitives get their parameters, 
via gropnode parameters. This would be unworkable though, because currently there is a 
limit of 3 parameters. This could be increased, but it would increase memory usage for 
every gropnode! Maybe there's a better way to pass parameters in general?

- Create an object with a handle, like the bitmaps, and use separate functions to add 
points to a list referenced by this handle. It would work, but could be 
cumbersome/slow if the polygons are changed frequently.

- Have three 'primitives', BeginPolygon, EndPolygon, and PolyVertex. I think this is a 
bit like how OpenGL defines polygons, so it might be good to research that some. (I'm 
not an OpenGL programmer, but I have a friend that is) BeginPolygon clears the 
internal list of vertices, PolyVertex adds a vertex to this temporary list, and 
EndPolygon actually draws it.

On Fri, 01 June 2001, Shane Nay wrote:

> 
> Micah,
> I'm working on a couple more graphic primitives.  Namely Polygons, filled 
> Polygons, Arcs, and filled Arcs.  My plan was to do Arcs first, but in order 
> to to do the filled ones I think the most efficient way is to finish filled 
> Polygons first.
> 
> Now, that brings up a problem, in that, all our present drawing primitives 
> have fixed amounts of data attached to them, except for the bitmap drawers.  
> So I don't know what the approach that Micah wants to take here (it is 
> Micah's descision in my opinion), so do we take a multiple arg tact (...), or 
> do we take a copying of stuff into binary store like the bitmap?  (This is 
> for Polygons, Arcs have a fixed number of arguments)
> 
> Thanks,
> Shane Nay.
> 
> _______________________________________________
> Pgui-devel mailing list
> [EMAIL PROTECTED]
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