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Re: [Gzz] PEG 1013: Add clipping state to vob scenes
From: |
Tuomas Lukka |
Subject: |
Re: [Gzz] PEG 1013: Add clipping state to vob scenes |
Date: |
Sun, 23 Mar 2003 14:55:56 +0200 |
User-agent: |
Mutt/1.4.1i |
>
> - How deep a stack is allowed / required? This makes a lot of difference
> for the OpenGL implementation which has native stacks of fixed depth.
>
> RESOLVED: Ultimately, stacks should be arbitrarily deep, with GL
> switching to a different implementation method when the native
> stack depth is exceeded. For now, it's acceptable to throw an
> exception if the native stack depth is exceeded. If we run into
> real-life problems with this, that'll be a good time to switch to
> a more advanced system.
>
> - Should clipping with this method work with nonlinear coordinate systems?
> This is a very fundamental issue for OpenGL, since if the answer is no,
> we can use clip planes and get rid of much unwanted geometry, getting
> better performance; otherwise, we need to use stencil and draw
> everything.
>
> RESOLVED: This method should work with nonlinear coordinate systems.
> This ensures that we can use nonlinear coordinate systems for all
> things we draw in OpenGL. For example, we can put a window into
> a fisheye view without getting problems with clipping used on
> that window.
>
> This method should be safe to use as the general case; it is
> optimizations that should be the special case, used if necessary.
Actually, this gets really hairy now: if they need to be implemented
using stencils, we'll need some sort of stencil reserving system
and there you can have 8 viewports nested, MAX. Might be possible
to kludge to have more, but...
Tuomas