[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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