Re: Performer and (gulp) projected textures?

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Robert Webb (robertw++at++wormald.COM.AU)
Thu, 15 Jun 1995 11:56:05 +1000 (EST)


Howdy folks!

On Wed, 14 Jun 1995, Nacho Sanz-Pastor. Computer Arts + Developments wrote:

> At first sight sounds like you are not resetting some drawing modes after
> the last pass to their normal values.

Well after the last pass there is nothing left to draw, but I am resetting
things and this is not the problem.

> You'll probably also want to multipass only the polygons likely to need
> the projected texture applied. This would let you avoid the fading of
> lightpoints and all that.

Yes this is what I want, but how can I say from the channel draw call-back
to draw just these polygons, and then to draw them again for the second
pass, and then to draw everything else? pfDraw() just does the lot. I
can't even find out how to access the display list that the cull process has
created and passed on to the draw process.

The only thing I can think of is to have a second channel with a second
scene graph containing only those things that must be drawn twice. Does
this sound reasonable?

> We have tried projected texture with no problems, but I don't have a short
> example I can send you.

)-;

> Michael Jones and John Rohlf wrote the Performer shadowed
> Orchidea-hat-stick-chair ...

The what? Is this code available somewhere?

Thanks for the reply,
Rob.

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