POV-Ray : Newsgroups : povray.unofficial.patches : OpenGL wireframe preview patch available : Re: OpenGL patch update (June 11/2003) Server Time
28 Sep 2024 16:41:50 EDT (-0400)
  Re: OpenGL patch update (June 11/2003)  
From: Ray Gardener
Date: 11 Jun 2003 16:10:45
Message: <3ee78cc5@news.povray.org>
> While polygons and cones issues I understand, can you elaborate what kind
of
> specific tesselators you applied to triangles and heightfields ? Aren't
they
> already tesselated ? Or do you mean "tesselators" as extraction of already
> available data ?

I suppose a better term would be "vertex extraction"
but most of the time, the process is similar to tesselation.

Triangles definitely don't get tesselated since their
vertices pass directly through to the wireframer.

Heightfields are a regular grid of elevations
bounded in some 3D box, so a tesselation pass
has to occur to extract vertices. In fact, there
are many tesselations possible for a heightfield,
depending on LOD and inter-cell elevation interpolation.
I will likely have to copy Leveller's auto-LOD
tesselator as well, so that distant parts of an HF
show fewer wireframe lines -- a dense HF right now
shows up as mostly as a black blob. The current
tesselator connects each HF pixel quartet with
four lines.

If a displacement shader was used, then any primitive,
even a triangle, would need tesselation (but there'd
be little reason for a wireframe preview to show
displacement shader effects, except maybe to
examine a single primitive during shader development).

Ray


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