Re: openGL and Performer

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Craig Materick (materick++at++cs.uiuc.edu)
Wed, 20 May 1998 13:20:43 -0500 (CDT)


If the routine that draws the stars is just that, a routine that draws
points. How exactly does one tie that in to the scene graph so that it
draws all the points each frame? Essentially, I have an openGL function
which draws points, and I need these points to be able to move and be
redrawn each frame according to some DCS in the scene graph. How does the
routine to draw the points become a "node"?

Thanks,

Craig Materick

On Wed, 20 May 1998, Angus Dorbie wrote:

> Craig Materick wrote:
> >
> > Just wondering if there is a straight-forward way to include an openGL
> > rendering routine(which I have) to draw stars as point sources into a
> > performer application which draws and animates the various bodies in the
> > solar system. Currently, I am mapping a star map to a giant "Universe"
> > sphere, but this is slow and not too nice to look at.
> >
> > Thanks in andvance for any information,
> >
> > Craig Materick
>
> Add the stars to the scene below a DCS, translate the DCS to the eye
> position.
> This will have the equivalent graphical effect of drawing at infinity so
> you won't
> need a huge sphere and will get better values for your CLIP plane
> settings.
>
> Disable depth writes and draw first to avoid zbuffer problems.
>
> Cheers,Angus.
> --
> "Only the mediocre are always at their best." -- Jean Giraudoux
>
> For advanced 3D graphics Performer + OpenGL based examples and tutors:
> http://www.dorbie.com/
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