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[Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex


From: Tuomas J. Lukka
Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex
Date: Sat, 30 Nov 2002 13:32:07 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/11/30 13:32:07

Modified files:
        Documentation/Manuscripts/Irregu: irregu.tex 

Log message:
        smooth

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/irregu.tex.diff?tr1=1.117&tr2=1.118&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Irregu/irregu.tex
diff -u gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.117 
gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.118
--- gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.117       Sat Nov 30 
13:28:02 2002
+++ gzz/Documentation/Manuscripts/Irregu/irregu.tex     Sat Nov 30 13:32:06 2002
@@ -607,14 +607,15 @@
 
 \subsubsection{Polygonal XXX}
 
-Naturally, the undistorted shape can also be drawn polygonally, using
+Naturally, the undistorted shape can also be drawn by by OpenGL primitives, 
+by drawing polygons enveloping the widest variation in the torn shape
+and
 the smooth shading interpolation in OpenGL to obtain the linearly
-falling value, to avoid using the second texture unit and rendering
-the shape to a texture.
+falling value. This avoids the use of the second texture unit.
 
-To obtain ebbing with a kind of displacement mapping, a similar polygonal
-approach
-can be used: instead of accessing the noise texture at the pixel 
+In this approach, we can also
+obtain ebbing with a kind of displacement mapping: 
+instead of accessing the noise texture at the pixel 
 location of the paper, the noise texture is accessed at the location
 of the undistorted edge by calculating the texture coordinates appropriately.
 




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