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[Gzz-commits] gzz/doc Gzz_Frontend_Vobs.html uml/vobsceneseq.mp
From: |
Tuomas J. Lukka |
Subject: |
[Gzz-commits] gzz/doc Gzz_Frontend_Vobs.html uml/vobsceneseq.mp |
Date: |
Thu, 29 Aug 2002 08:23:27 -0400 |
CVSROOT: /cvsroot/gzz
Module name: gzz
Changes by: Tuomas J. Lukka <address@hidden> 02/08/29 08:23:27
Modified files:
doc : Gzz_Frontend_Vobs.html
doc/uml : vobsceneseq.mp
Log message:
A little more UML in architecture doc
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/doc/Gzz_Frontend_Vobs.html.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/doc/uml/vobsceneseq.mp.diff?tr1=1.1&tr2=1.2&r1=text&r2=text
Patches:
Index: gzz/doc/Gzz_Frontend_Vobs.html
diff -c gzz/doc/Gzz_Frontend_Vobs.html:1.4 gzz/doc/Gzz_Frontend_Vobs.html:1.5
*** gzz/doc/Gzz_Frontend_Vobs.html:1.4 Mon Aug 26 11:48:18 2002
--- gzz/doc/Gzz_Frontend_Vobs.html Thu Aug 29 08:23:27 2002
***************
*** 1,21 ****
! <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
! <html>
! <head>
<title>Gzz Vob subsystem</title>
! <meta http-equiv="content-type"
! content="text/html; charset=ISO-8859-1">
</head>
! <body>
<h1>Gzz Vob subsystem</h1>
<p>Vobs are the basis of Gzz's graphics system. As discussed elsewhere(XXX)
they enable keyframe interpolation between unrelated views by associating
keys from the structure with the elements of the scene.<br>
</p>
<p>The fundamental object diagram is shown below. The "pseudoclass" stereotype
means that if we were using a stronger language such as C++ where making
--- 1,24 ----
! <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"><html><head>
<title>Gzz Vob subsystem</title>
+
+
!
! <meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
</head>
!
! <body>
<h1>Gzz Vob subsystem</h1>
+
<p>Vobs are the basis of Gzz's graphics system. As discussed elsewhere(XXX)
they enable keyframe interpolation between unrelated views by associating
keys from the structure with the elements of the scene.<br>
</p>
+
<p>The fundamental object diagram is shown below. The "pseudoclass" stereotype
means that if we were using a stronger language such as C++ where making
***************
*** 23,43 ****
However, in the Java implementation, CoordinateSystems are represented by
arrays inside the VobScene.<br>
</p>
! <object data="uml/vobscene.html"
! style="width: 100%; height: 520px;"> <br>
</object><br>
<br>
<p>The construction of a VobScene goes as follows: <br>
<br>
</p>
! <object data="uml/vobsceneseq.html" width="100%" height="500"> <br>
<br>
</object><br>
<p>There are two modes of calling: either through the VobScene for the most
common case, or directly through to the <tt>VobCoorder</tt> and
<tt>VobMap</tt>.<br>
</p>
! <p><br>
! </p>
! </body>
! </html>
--- 26,58 ----
However, in the Java implementation, CoordinateSystems are represented by
arrays inside the VobScene.<br>
</p>
!
! <object data="uml/vobscene.html" style="width: 100%; height: 520px;">
<br>
</object><br>
+
<br>
+
<p>The construction of a VobScene goes as follows: <br>
<br>
</p>
!
! <object data="uml/vobsceneseq.html" width="100%" height="450"> <br>
<br>
</object><br>
+
<p>There are two modes of calling: either through the VobScene for the most
common case, or directly through to the <tt>VobCoorder</tt> and
<tt>VobMap</tt>.<br>
</p>
!
! <p>Rendering a <tt>VobScene</tt> can happen in two ways, depending on whether
OpenGL or AWT is being used.
! In OpenGL, it is slightly tricky since objects are created in Java and
mirrored
! on the C++ side; the following sequence diagram shows an OpenGL vob being
! created, a method called, put into a vobscene, rendered and finally
destroyed.<br>
! <object data="uml/gl/renderableseq.html" width="100%" height="800">
! </object></p>
!
!
! <br>
!
! </body></html>
\ No newline at end of file
Index: gzz/doc/uml/vobsceneseq.mp
diff -c gzz/doc/uml/vobsceneseq.mp:1.1 gzz/doc/uml/vobsceneseq.mp:1.2
*** gzz/doc/uml/vobsceneseq.mp:1.1 Mon Aug 26 11:36:25 2002
--- gzz/doc/uml/vobsceneseq.mp Thu Aug 29 08:23:27 2002
***************
*** 1,2 ****
!
horizontally(100, aaa, View, VobScene, VobMap, VobCoorder);
--- 1,2 ----
! View.c = (0,0);
horizontally(100, aaa, View, VobScene, VobMap, VobCoorder);
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