Original Post by: SteveThompson Fri Dec 11 14:43:48 2009
The following is an outline of a topic discussed at the OpenFlight User Group Meeting I/ITSEC 2009.
We invite your commentsââ¬Â¦
Problem:
Currently face/mesh nodes contain complete set of visual attributes (color, material, texture, shader etc)
Advantages
-- Simple
-- Flexible
Disadvantages
-- Large file sizes where compression is easily possible
-- Difficult to affect global changes in scene
-- Inefficient runtime render state management
-- OpenGL moving away from immediate mode
Proposed Solution:
Face Attribute Palette
-- Set of color/material/texture/shader combinations
-- Stored in a new ââ¬ÅFace Attribute Paletteââ¬Â
-- Assigned by index to geometry
-- Chance to ââ¬Ådeprecateââ¬Â unused face attributes ââ¬â which attributes?
1 Comment
C
Craig
said Thursday, Nov 17, 2016
Original Post by: TCS Mon Dec 21 18:30:05 2009
I like this idea a lot, since it might not only solve problems related to texture switching (another topic of discussion here), but it also introduces a lot more flexibility in modeling different representations of a single piece of geometry.
Craig
The following is an outline of a topic discussed at the OpenFlight User Group Meeting I/ITSEC 2009.
We invite your commentsââ¬Â¦
Problem:
Currently face/mesh nodes contain complete set of visual attributes (color, material, texture, shader etc)
Advantages
-- Simple
-- Flexible
Disadvantages
-- Large file sizes where compression is easily possible
-- Difficult to affect global changes in scene
-- Inefficient runtime render state management
-- OpenGL moving away from immediate mode
Proposed Solution:
Face Attribute Palette
-- Set of color/material/texture/shader combinations
-- Stored in a new ââ¬ÅFace Attribute Paletteââ¬Â
-- Assigned by index to geometry
-- Chance to ââ¬Ådeprecateââ¬Â unused face attributes ââ¬â which attributes?