POV-Ray : Newsgroups : povray.unofficial.patches : OpenGL support idea Server Time
2 Sep 2024 00:19:54 EDT (-0400)
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From: Chris Huff
Subject: Re: OpenGL support idea
Date: 18 Jan 2001 13:35:31
Message: <chrishuff-BBC03F.13363018012001@news.povray.org>
In article <3a632dad@news.povray.org>, "David C" <dav### [at] satnet> 
wrote:

> - Would it be legal to distribute since OpenGL would be doing the
> rendering and povray would only be doing the parsing?

Well, there don't seem to be any objections from the POV-Team, since 
OpenGL is cross-platform and wouldn't affect normal operation of the 
program. And now that the tesselation patch has been released, it should 
be quite possible...

I'd start by adding Tesselate() and DrawOpenGL() methods to each object. 
The default Tesselate() method would use Warp's code, but object 
specific ones could be added later. The default DrawOpenGL() method 
would use the Tesselate() method of the object to generate a mesh (maybe 
using some global settings or per-object defaults for quality), and use 
that to draw the object, but again could be implemented separately for 
specific objects.
It might be a good idea to add an object type variable in the process, 
it could make some things quite a bit easier. Adding Tesselate() methods 
will be necessary for some stuff I'm doing, maybe we should work 
together on some of the stuff to make sure the separate patches are 
compatable.
Maybe factor out the mesh data stuff into a separate area of code so it 
isn't mesh object specific, this might be useful for when you need mesh 
data but aren't rendering it directly, but likely a lot of work. It may 
be better just to pass mesh objects around.

What do you think?

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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