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In lugnet.cad.dev.mac, Don Heyse wrote:
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In lugnet.cad.dev.mac, Don Heyse wrote:
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In lugnet.cad.dev.mac, Remi Gagne wrote:
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In lugnet.cad.dev.mac, Allen Smith wrote:
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By the way, Bricksmith does not render conditional lines. I consider
shading to be a sufficient substitute, and conditional lines sound
difficult to optimize.
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Heh, you hit that problem too? Ive played around writing an OpenGL LDraw
renderer based exclusively on display lists, but I cant for the life of me
figure out how to handle conditional lines in this setup. Has anyone else
solved this peculiarly specific problem?
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You can ignore the conditional lines and achieve the same effect with
display lists using the stencil buffer techniques presented here:
http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node108.html
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And heres a silhouette technique using BFC:
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.71.8503&rep=rep1&type=pdf
This technique and the conditional lines both target the same edges lines
where the front facing polygons meet the back facing polygons, so the
results should be quite similar.
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And another thing...
The BFC technique actually has an advantage over conditional lines
because it works on the entire scene after its been assembled. Whereas
the conditional lines at the edges of the primitives are created in
advance, and must predict what theyre going to butt up against when the
entire scene has been assembled. This prediction may not always be
right, resulting in missing conditional lines and some visible where
they should not be.
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Message has 1 Reply: | | Re: Bricksmith 2.4: Faster. Much Faster.
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| (...) So finally this brings us to a technique that combines the predictive abilities of the conditional lines with the runtime advantages of the stencil and BFC algorithms. Think of the conditional line as a pair of triangles with a shared edge (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)
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