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Re: [Gnu3dkit-dev] G3DRenderer.h


From: Brent Gulanowski
Subject: Re: [Gnu3dkit-dev] G3DRenderer.h
Date: Sun, 23 Mar 2003 11:04:49 -0500


On Sunday, March 23, 2003, at 05:39  AM, Philippe C.D. Robert wrote:

On Monday, March 17, 2003, at 01:32  Uhr, Brent Gulanowski wrote:
<snip>
The render actions calls drawGeometry: on the geometry. The geometry then uses the passed renderer to draw itself. As far as I can see it this is done using [someRenderer drawPolygons:myPolys params:myParams] for example (if the node has not yet been compiled). Now if you first compile the nodes the renderer can create an optimised rep for internal usage.

[snip]

For me, the issue then is, how do I not waste the work done by compilation? Can the system leverage that in some other way? What form ought one to compile a sub-tree into? (What forms are there?) BTW, I'm asking these q's out loud, not asking you to answer them. :)

What do you mean by "not wasting work done by compilation"?

The creation of the optimized rep. It has to be performed every time the scene is loaded, and definitely each time the application is run. What if the optimization work is time-consuming? A parametric object getting converted into polygons? Hundreds of such conversions? How do you save the results of work done by the renderer? Would you rather something that involved be done by the application? Is it enough to say that, if the application wants to preserve the results of any calculations, then it has to do such calculations itself, for the sake of consistency and simplicity?

--
Brent Gulanowski                                address@hidden

http://inkubator.idevgames.com/
Working together to make great software.





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