Kent Watsen (watsen++at++netcom.com)
Sun, 4 Sep 1994 12:10:36 -0700 (PDT)
1) If I have a pointer to some geometry which
contains one or more pfDCS's, how can I obtain
pointers to the new pfDCS's after pfClone-ing
the geometry? There was some recent discourse
regarding a node callback mechanism for pfClone,
but until that happens, what should I do? Lets
say that the original pfDCS node name is 'X' and
that "NewRoot" points to the geometry returned
by the pfClone call. I would like to use pfFindDCS("X"),
but since there may be multiple clones instanced,
this call does not explicitly qualify as a search
parameter in the global node-name lookup table. The
man page states that a node can be qualified by
using a unique relative scene graph path. Assuming
the "NewRoot" is unique and that the scene graph
path between "NewRoot" and "X" is unknown, is there
a wildcard parameter that can be used to perform this
relative search for me? Something like pfFindDCS(
"NewRoot/*/X")? The only other option I have thought
of is to write a little procedure to traverse the
scene graph below a passed pfNode for a passed node
name, returning a pointer to it when found.
2) Given a pointer to some geometry, which may contain
pfDCS's, is there a way to make a duplicate of it, with
out having to reload it from disk? In this case, pfClone
will not suffice because I will make later modifications
to the geometry which I do not wish to affect every other
duplicate. What I'm looking for is something like
pfNode pfDuplicate(pfNode *node); If the geometry under
the passed node contains a pfDCS, I would need to obtain
a pointer to it. The above discussion applies here too.
3) Given that I am developing on a Onyx RE2 with 2 RMs,
what is the largest window I can open with multisampling
turned off, z-buffer and color components with 8-bits,
and acbuf turned on with 8-bits inside a Performer app.
I have been successful with a 640-512 window. I would like
to turn multisampling back onin this window, but even
the smallest mssize() request causes the acbuf to emulated
in software (not realtime).
I have other questions regarding very low-level texture
munipulations, but I will wait until I can solve these
more important, basic questions.
Your time and consideration is greatly appreciated.
Kent Watsen
DCS Corporation
Simulation Branch
703.683.8430 x369
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