Re: [Pgui-devel] Mechanics of additional primitives

2001-06-07 Thread Shane Nay
> What I would like is if you would do the vertice manipulation, and > rectangular clip and hand that in to the polygon drawing function. Then I > will implement clipping within the polygon drawing function. I've looked > at breaking up the polygon to triangles and it's a pretty slow process, so

Re: [Pgui-devel] Mechanics of additional primitives

2001-06-07 Thread Shane Nay
Okay, well, present polygon code is out there now. Now we can get to..., how do we fit this into our present architecture I guess :). > All the code to translate coordinates and perform clipping is in render.c > At line 122 the gropnode_map() function is called, to convert whatever > coordinate

Re: [Pgui-devel] Mechanics of additional primitives

2001-06-04 Thread Shane Nay
Hmm..., okay, I think I need to finish what I'm working on, you can take a look at it, and see what needs to be done for the clipping and expansion stuff to work. I'm going to finish and fix the pixel errors that I found, and post the present work as something to think through, and how it fits in

Re: [Pgui-devel] Mechanics of additional primitives

2001-06-04 Thread Micah Dowty
On Mon, 04 June 2001, Shane Nay wrote: > > 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

Re: [Pgui-devel] Mechanics of additional primitives

2001-06-04 Thread Shane Nay
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, >

Re: [Pgui-devel] Mechanics of additional primitives

2001-06-03 Thread Micah Dowty
Sounds good! Also, diffs are fine for me but if you prefer CVS I'd be glad to add your Sourceforge username to the PicoGUI project. On Sat, 02 June 2001, Shane Nay wrote: > > Okay, so I just built my own system with a pgNewArray, I'm not infatuated > with it, but it works well enough to cont

Re: [Pgui-devel] Mechanics of additional primitives

2001-06-03 Thread Micah Dowty
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 co

Re: [Pgui-devel] Mechanics of additional primitives

2001-06-02 Thread Shane Nay
Okay, so I just built my own system with a pgNewArray, I'm not infatuated with it, but it works well enough to continue work on polygon filling. Anyway, I couldn't find a polygon algorithm that I thought was good for our particular case. So I came up with a descend from top trapezoid/triangle

[Pgui-devel] Mechanics of additional primitives

2001-06-01 Thread Shane Nay
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