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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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