Am Freitag 20 Oktober 2006 02:24 schrieben Sie:
More?
What are your plans for dealing with these:
SetLight() SetLightEnable()
Depens on wether lights are shared with share lists. If yes, leave them as they are, otherwise put them on the list
SetTexture()
Manage them on the dirty list, bound textures interact with texture stage states.
SetDepthStencilBuffer() SetRenderTarget()
Tricky. They will need context managing. The idea is to just change a few pointers in the setter functions and create the gl resources(fbos, pbuffers, contexts), and in drawprim search for the needed context, activate it and use that context's dirty states list
SetSomethingElseThatsNotARenderState().
SetTransform, SetViewport come to my mind. Put them onto the dirty state list too, they interact with the vertex type. (Some matrices do, some not, we can deal with each matrix seperately)