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Re: [Gnu3dkit-dev] G3DRenderer.h
From: |
Brent Gulanowski |
Subject: |
Re: [Gnu3dkit-dev] G3DRenderer.h |
Date: |
Sun, 23 Mar 2003 14:33:57 -0500 |
On Sunday, March 23, 2003, at 12:37 PM, Philippe C.D. Robert wrote:
On Sunday, March 23, 2003, at 05:04 Uhr, Brent Gulanowski wrote:
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?
You can of course imagine both scenarios, on one side the core 3DKit
which optimises structural scene graph data at runtime and on the
other side applications which perform scene optimisations at a higher
level. Both are valid and powerful techniques and both are required.
It will furthermore be possible to optimise a scene graph and encode
it afterwards (in this optimised state) for later usage.
OK, great, that's sort of what I was getting at, in my way. :\ What
will do the encoding and decoding -- RenderKit or the application? If
the renderer does the optimization (the former case), how does this get
recovered? The renderer could store this compiled data back in the
scene graph. (I though I saw methods for this, but can't find them now.)
Nodes I suppose are made aware that that has been done (so that they
know to call drawObject: instead of traversing through their children).
Thus when the scene graph is re-encoded, it stores the optimized
version. This is done via an action I presume. (G3DEncodeAction? Have
we talked about this? I can't find anything about it in the mailing
list archives.) Can it store both compiled and uncompiled versions or
one or the other?
Brent Gulanowski
--
Mac game development news and discussion
http://www.idevgames.com
- Re: [Gnu3dkit-dev] G3DRenderer.h, (continued)
- Re: [Gnu3dkit-dev] G3DRenderer.h, Gerard Iglesias, 2003/03/16
- Re: [Gnu3dkit-dev] G3DRenderer.h, Brent Gulanowski, 2003/03/16
- Re: [Gnu3dkit-dev] G3DRenderer.h, Philippe C . D . Robert, 2003/03/16
- Re: [Gnu3dkit-dev] G3DRenderer.h, Brent Gulanowski, 2003/03/16
- Re: [Gnu3dkit-dev] G3DRenderer.h, Philippe C . D . Robert, 2003/03/16
- Re: [Gnu3dkit-dev] G3DRenderer.h, Brent Gulanowski, 2003/03/16
- Re: [Gnu3dkit-dev] G3DRenderer.h, Philippe C . D . Robert, 2003/03/23
- Re: [Gnu3dkit-dev] G3DRenderer.h, Brent Gulanowski, 2003/03/23
- Re: [Gnu3dkit-dev] G3DRenderer.h, Philippe C . D . Robert, 2003/03/23
- Re: [Gnu3dkit-dev] G3DRenderer.h,
Brent Gulanowski <=
- Re: [Gnu3dkit-dev] G3DRenderer.h, Philippe C . D . Robert, 2003/03/23