I would rather see the new structure and base my work off that than go
with the 3.1 source, we can always sync up a little later if you make
changes. Once it is in CVS it should be easy to keep things > together...
Just my opinion.
Matt
On Monday, October 7, 2002, at 01:20 AM, Philippe C.D. Robert wrote:
Hi,
this is done by the G3DLODGroup class. Please have a look at it,
there is still plenty to do in this respect!
Sorry for still not uploading the latest sources to the CVS, I really
try to bring the sources in a shape which is somehow clean, but
currently I do have very little spare time. Please base your work on
0.3 then, it will not be too hard to incorporate it into 0.4 later!
-Phil
PS: If you do not care about having a tree which does *not* work then
I could upload it today or tomorrow. Let me know!
On Montag, Oktober 7, 2002, at 02:38 Uhr, Matt Brandt wrote:
I'm going off the source to the 0.3.1r2 version or the G3DKit so
maybe this is already in the new stuff. What I'm thinking is some
way to have multiple representations of a scene that automatically
switch depending on the distance to the camera. This would be most
useful for games and programs that need full speed rendering. It
could be done as a subclass of G3DScene (maybe G3DMultiScene or
something similar) or it could just be built into G3DScene itself.
In a typical application there might be one representation that is
just a pre-rendered texture on a surface or a sphere and another
that has 3D details. The details could be nested G3DScenes that
switch from pre-rendered representations to full 3D when the camera
gets within their detail sphere.
There shouldn't be any limit on the complexity of each
representation, but I'm not sure I see a need for more than two
levels of detail per scene.
What do you guys think?
Matt
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Philippe C.D. Robert
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