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Re: [Gnu3dkit-dev] OGL 2.0 shading
From: |
Philippe C . D . Robert |
Subject: |
Re: [Gnu3dkit-dev] OGL 2.0 shading |
Date: |
Fri, 31 Jan 2003 09:14:19 +0100 |
On Sunday, January 26, 2003, at 11:39 Uhr, Gerard Iglesias wrote:
On Sunday, January 26, 2003, at 05:43 PM, Philippe C.D. Robert wrote:
On Sunday, January 26, 2003, at 12:16 Uhr, Gerard Iglesias wrote:
Maybe the G3DCamera would be able to be present in a 3D scene, as a
3D node ? Maybe not a simple 3D note pointing to the camera will do
the trick, but I like the idea of a camera being a graphic node ?
I don't like this concept too much, although I am aware that many
scene graphs use it. Why do you think it should be done this way?
Because a lot of camera can be used in a scene with different role,
and sometimes I want to see them and control them in the scene from
the point of view of an other.
I agree this should be supported, see below.
But the camera you see and control in the scene can be a kind of
special 3D node that is a camera manipulator, not the camera itself...
Yes, exactly. Either you use a node transformation to position the
matrix and/or use a so called rotator to orientate the cam.
And maybe the thing I am confused is the way the camera is designed is
a mix of a 3D view plus the frustum camera, without being a view. Ok,
I forgot that this way allow to connect the camera to an NSView or
something else, hence doesn't depend on AppKit (it was the way I was
trying to use gnistep+3DKit 2 years ago, when I was still in a
graphics company :( ).
My idea was to provide a clean MVC concept here, so the camera is the
controller which displays the model (=scene) using a view. This is an
important difference to the original NeXT 3DKit, where the camera was a
subclass of NSView.
But it would be better to me to separate the view functionalities to
the frustum ones.
What do you mean exactly here? Should we again provide a separate
G3DFrustum object as in 0.3.x? I removed this separation because it did
IMHO not add value to the design but cause communication overhead
during rendering (when view-frustum culling).
-Phil
--
Philippe C.D. Robert
http://www.nice.ch/~phip
Re: [Gnu3dkit-dev] OGL 2.0 shading, Brent Gulanowski, 2003/01/26