On Sunday 03 June 2001 17:57, Micah Dowty wrote:
> 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.

Okay, I'm having a micro problem with my implementation of these mechanics.  
Since I'm passing them in directly, the coordinate spaces are not being 
translated.  I think that's the only major issue, otherwise polygons are 
pretty much done.  (Well, there is this one other thing that's bugging me, a 
vertex edge condition..., but it's hardly noticable, and in order to fix it 
adds a ton of code/computation for really one pixel, hrmm, I guess I'll fix 
it anyhow)  So what functions are used to translate the coordinate space 
before calling the draw routines?

Thanks,
Shane Nay.

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