[Verse-dev] question about geometry fragment

Thorsten Jordan verse-dev@blender.org
Sun Aug 15 19:43:55 CEST 2004


Hello,

more questions...

The geometry fragment allows to define colors for each vertex, corner or 
face, e.g. if one uses
glColor3f(r, g, b);
glVertex3f(x, y, z);
to draw a model, one creates a geometry fragment that uses geometry 
layers where r,g,b are stored. Am i right?

Well then, when i want to use texture mapping, i set up the texture 
fragment, give a geometry fragment as control value (which is named 
mapping in verse.h, but control in the spec!), but how do i set up which 
layer holds u and which v coordinates?
Do i set (in the geometry fragment) layer_r to the u-coordinate layer 
and layer_g to the v-coordinate layer? If it is so, it should be made 
more clear in the spec...

The fragment is the same for both modes, but the usage seems quite 
different. So this layout is a bit confusing. Wouldn't it be better to 
just store two layer names in the texture fragment instead of a geometry 
fragment id (ok, three names for 3d-textures)?

And, btw, why do we have standard names col_r/col_g/col_b/tex_u/tex_v, 
when layers are referenced via material names anyway?

-- 
Greetings, Thorsten




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