Keith,

Starting to think more about the implementation today.

You mentioned starting with trapezoids and letting triangles fall out
of that. But, degenerate trapezoids can only make triangles that have
at least one horizontal segment. So, is the plan to render triangles
by using two degenerate trapezoids? (It's and odd geometry where
trapezoids are more elemental than triangles, but perhaps that's life
in the land of the raster scan).

I'm thinking the trapezoid implementation will be a dual, simultaneous
bresenham. So, the triangle case would have to do the same thing, but
switch to a different line on one end partially through -- which is
basically the same as two trapezoids then, so maybe this makes sense.

I've also been thinking about what the precise specification might look
like. The non-negativity constraint still feels funny to me here as it
seems that the important "coincident triangle alphas sum to 1" will
not hold for arbitrary trapezoids, but only those for which the client
is extra careful.

This feels weak to me, and I'm wondering if we can't do better, (or
perhaps you've already got something in mind?). The problematic
intersection point can only occur within one pixel inside the
trapezoid, so can we not afford some extra computational complexity
there as a special case? I don't know.

Anyway, I'll keep going ahead with a first-cut implementation as we
discussed while thinking about these things in the back of my mind.

-Carl

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