Re: pfDraw() in channel draw callback

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Angus Dorbie (dorbie++at++multipass.asd.sgi.com)
Thu, 26 Jun 1997 18:31:13 -0700


You could do this using multiple overlapping channels.

Cheers,Angus.

On Jun 26, 9:25pm, Christopher Geyer wrote:
> Subject: Re: pfDraw() in channel draw callback
> > 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/
>-- End of excerpt from Christopher Geyer

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