Rémi Arnaud (remi++at++remi.engr.sgi.com)
Thu, 11 Sep 1997 14:30:34 -0700 (PDT)
Is there any reason why you do not use the Z-buffer ?
>
> It is unlikely that the triangles will need to be rendered in
> different modes. Most of them will be untextured and opaque, with
> attributes bounded per-vertex or per-triangle uniformly throughout the
> model.
>
> I need to be able to process each triangle to construct and traverse
> the BSP. It seems to me that I need finer access to the triangles than
> is provided by a pfGeoSet. Further, the order in which the triangles
> are rendered will be completely determined by the traversal. If I
> store the input model in a Performer scene graph, this order might be
> confounded by the order in which the pfGeoSets are normally rendered
> by Performer.
>
> One possibility I am considering is to read in the triangles into my
> own data structures and use OpenGL calls to render them. To use the
> multiprocessing support built into Performer, I can traverse the BSP
> in the APP process and render in the DRAW process.
>
> Another possibility is to create a new node called (say) pfBSP in the
> Performer node hierarchy. I could conceivably traverse the hierarchy
> of pfBSP nodes in the CULL process and do all the necessary processing
> using callbacks. However, it seems to be me that I still need to
> render triangles using OpenGL calls.
>
> If I am to take advantage of Performer's ability to draw pfGeoSets
> efficiently, I might have to create pfGeoSets on the fly. Is that a
> very costly operation? Typically, I expect to create many pfGeoSets
> for the first frame and only a small number in each subsequent frame.
>
> Are there any other options I should consider? Thanks for your help.
> Murali
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