Angus Dorbie (dorbie++at++sgi.com)
Thu, 21 Jan 1999 14:47:26 -0800
Texgen is not the problem. The DECAL would have blown away any lighting
result so it looks like your problem was a surface normal mismatch.
Another fine technique getting unfairly maligned due to minor
implementation issues. This works great. My biggest issue with it is
that the antialiasing produced is just wrong. Apart from that it looks
great.
Cheers,Angus.
Scott Herod wrote:
>
> Angus Dorbie wrote:
> >
> > Scott Herod wrote:
> > >
> > > What you suggest is essentially what I ended up doing by hand
> > > in an example that I worked up. I've got lighting to work
> > > with materials but texgen is slightly (but noticably) off so
> > > edges are visible. Straight textures worked well.
> >
> > Texgen or texture modulation?
>
> TexGen. I'm using the same face and edge definitions as with
> colors but the texture on the wire has a slightly different color.
> I turned on PFTE_DECAL and it worked ok. (I was using lighting.)
>
> > > It sounds like it would be best to just tell people that they
> > > will need a machine with hardware multi-sampling in order to
> > > smooth generic models.
> >
> > Absolutely not, nobody said this technique didn't involve some overhead,
> > both in engineering and scene complexity.
> >
> > People have been using this since VGXT and customers are happy with the
> > results when they implement this. I agree that if you wnat an easy life
> > and/or correctly weighted samples then you need a true aa solution like
> > a multisample buffer. When I did this using MultiGen is was very
> > straightforward.
> >
> > Cheers,Angus.
>
> Sorry, I wasn't clear on my last comment. We typically don't
> provide models to customers; instead they create their own (or
> more likely purchase them). For those few models that we do
> include it would not be hard to add edges but for not for generic
> models.
>
> It occurred to me after my last message that clipping planes
> and intersections will still cause problems. I noticed this
> when I put up a white ESky to compare colors against and
> had it clipping the object.
>
> Thanks,
>
> Scott Herod
> scott++at++evt.com
-- "Only the mediocre are always at their best." -- Jean GiraudouxFor advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/
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