Re: Is this possible ??

New Message Reply Date view Thread view Subject view Author view

Rob Jenkins (robj++at++quid)
Tue, 1 Oct 1996 11:40:54 -0700


On Oct 1, 10:40am, Janet Estabridis wrote:
> Subject: Is this possible ??
> Anyone,
>
> System: RE2 XRIX 5.3
>
> I have a my scene which I am flying through. I am constantly doing range
> calculations on the z-buffer with multisampling off and shipping them off
> to other processors. I get some feedback from these processors and I would
> like to mark an x,y location in my scene, every frame, with a crosshair or
> colored dot that will not mess up my z-buffer scene range calculations.
> So, I have two questions:
>
> 1. Is there a way to have the crosshair not interfer (i.e., if it is in
> front to be seen, it will definitley be in the zbuffer if I use the common
> method) ??
>
> 2. What would anyone suggest as a "nice" way and "the fastest way" to draw
> the crosshair or colored dot in my draw callback routine even if it
> interfers?? Is OpenGL in the draw callback routine going to be the
> fastest?
>
> Thanks, I've only been at this stuff for a month and a half and I am
> finding everyone very helpful.
>
> Janet Estabridis
> Code 4722E0D
> NAWC China Lake, CA (619) 939-6984
>
>
> =======================================================================
> List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/
> Submissions: info-performer++at++sgi.com
> Admin. requests: info-performer-request++at++sgi.com
>-- End of excerpt from Janet Estabridis

Hi

See the FAQs for a description/example code of using a post draw call back.
It's probably more efficent for you to just change the zbuffer state 'around'
the drawing of the crosshairs than draw to the overlay planes. If you render
with IrisGL, something like this:

        zfunction(ZF_ALWAYS);
        zwritemask(0x0);
        draw crosshairs
        zfunction(ZF_LEQUAL);
        zwritemask(0xffffffff);

in you call back will ensure the crosshairs are always over your scene, for
OpenGL sustitute:

zfunction( func ) --> glDepthFunc( func )
zwritemask( mask ) --> glDepthMask( boolean )

Cheers
Rob

PS you can get to the FAQs via the web page

-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj++at++csd.sgi.com
=======================================================================
List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
            Submissions:  info-performer++at++sgi.com
        Admin. requests:  info-performer-request++at++sgi.com

New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:53:42 PDT

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.