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- From: Thiago Ize <thiago@cs.utah.edu>
- To: ollie@lanl.gov
- Cc: manta@sci.utah.edu
- Subject: Re: [Manta] Vectex v.s. Surface color
- Date: Wed, 19 Mar 2008 11:34:31 -0600
Some years ago this existed, but with the rewrite to using a Mesh class
that code got obsoleted and removed since no one currently is interested
in using it. At the time I think we had a derived triangle class and
associated texture to do this. Perhaps someone else on this list has a
better way to do this, but I think the best way you could do this now is
by creating a Texture that takes the 3 colors and does the interpolation
using texture coordinates; then pass that texture to your traditional
MeshTriangle (no changes required). I would imagine this should be
fairly simple to implement. The only downside is that it is a bit more
memory heavy since there is redundant color information, but for most
scenes this shouldn't be a problem.
Thiago
Li-Ta Lo wrote:
Hi,
Is there any reason we can only assign one "surface" color to
a triangle rather than three "vertex" color to each vertex of
the triangle like OpenGL? There is code to interpolate normal
vector for triangle, why not color too?
Ollie
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