Hillel Steinberg (zeus++at++cs.UMD.EDU)
Mon, 1 Aug 1994 16:08:31 -0400
I am using Performer 1.2 and have accomplished much with exception to the
following three problems:
1. I need to draw labels on my objects as they float through the virtual
world so I use a pfNodeTravFuncs function callback for post drawing on
the objects. To make sure that the label appears I use a:
zfunction(ZF_ALWAYS);
zwritemask (0x0);
within the callback. But, the labels aren't entirely drawn because
other objects drawn behind (such as terrain) cover up the label. Is
there any way to make sure that NOTHING overwrites the label without
using the OVERLAY plane? In other packages, there were ways to give
priorities to each object to control the order in which they were
rendered. I have not spotted such calls in Performer 1.2, and do not
want to resort to ordering pfAddChild's to force an order (because I
have objects being introduce/removed dynamically which will complicate
things).
2. I have a 22 Meg RGB file of a map that has words which are easily read
with an 'ipaste'. If I overlay this texture onto a huge terrain mesh,
and then move the camera in and out from the textured terrain, the map's
detail is not sufficient to read the words on it no matter where the
camera is positioned (I assume this is exercising the min/mag filters
which I have tried many combinations). Why is the detail of the texture
perfect with an 'ipaste', but not when it is mapped in Performer 1.2 to
a mesh and viewed??? I would gladly sacrafice computation power for
clarity in the texture.
3. On exit, I do a pfExit()/exit() which hangs for about 10 seconds. The
Performer 1.2 FAQ does mention a bug similar to this, but:
a. I run in PFPHASE_FREE mode anyway, so I shouldn't be
affected.
b. I see no inactive window/draw process because
I am running single CPU.
How do I prevent this delay EVERY time I exit the application?
If you have any ideas on ANY of the three problems I have mentioned, give
me a buzz at address:
zeus++at++cs.umd.edu
Thanks in advance,
- Hillel -
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