Jean-Luc Dery (dery++at++discreet.com)
Wed, 23 Dec 1998 16:16:47 -0500
The only way I can think off is by having a pfGeode predraw callback and by
managing states and drawing within it.
pfGeoState::apply - 1
pfGeoSet::draw
pfGeoState::apply - 2
pfGeoSet::draw
prune draw traversal (you did the job from the callback)
But as I have mentioned in an other mail, you will surely have problems with PF
sorting your geometry according to their graphics state (geostate). You can get
rid of this by disabling cull sorting (but you loose gfx state optimisation).
You might be able to do this with the first pass done normally for state 1 (set
withinf pfGeoSet) and by doing the second pass in a postdraw callback which
would apply second state and force redraw of geometry set(s). Maybe this would
allow you to keep cull sorting active, but I've never tried that.
Hope I got you right and that this can help,
Jean-Luc
-- _____________________________________________________________________________Jean-Luc Dery Discreet Logic Technical Leader 10 Duke Street 3-D Graphics Technology and Montreal (Quebec), Canada, H3C 2L7 Realtime Systems Tel: (514) 954-7239 Email: jean-lucD++at++discreet.com Fax: (514) 393-0110 _____________________________________________________________________________
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