Re: pfDraw() in channel draw callback

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Christopher Geyer (cgeyer++at++seas.upenn.edu)
Thu, 26 Jun 1997 21:25:00 -0400 (EDT)


> Why don't you just add the shadow volume to the scene graph?
>
> Cheers,Angus.

I could, but I don't want to. I want to be able to first initialize the
z-buffer using pfDraw() not writing any pixels, just updating the z-buffer.

Then I want to stencil in the shadow volume for each light, hopefully
using the display list that I've created, then call pfDraw() again,
turning on the light for that shadow volume. I will repeat the procedure
for each light in the scene, each time accumulating light at each pixel.

The total procedure is decribed in "Pipeline Rendering: Interaction and
Realism tThrough Hardware-Based Multi-Pass Rendering" by Paul Diefenbach
("http://www.cis.upenn.edu/~diefenba/" the paper is online if you're
interested). Through multi-pass rendering we are able to model
reflections and shading. This works in GL; we'd like to convert it to
Performer.

Thanks for your help,
Christopher

----------------------------------------------------------------------------
 Christopher Geyer | CompSci and Math '99 at the University of Pennsylvania
  215-732-4218 | cgeyer++at++seas.upenn.edu | http://www.seas.upenn.edu/~cgeyer/
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