IMHO, our criterion is "we only need to implement what apps really need", and for the moment, that app probably could live with a stub for D3DXCreateTeapot. When we run into a complaint about our lousy teapot, we can create a better one. So relax, just do a stub, and move on to more important things.
Also, as Roderick says, sucking tables out of Windows is not ok, for copyright reasons.
On 18 July 2010 22:37, Dan Kegel dank@kegel.com wrote:
IMHO, our criterion is "we only need to implement what apps really need", and for the moment, that app probably could live with a stub for D3DXCreateTeapot. When we run into a complaint about our lousy teapot, we can create a better one. So relax, just do a stub, and move on to more important things.
That teapot looks a lot like a ball/sphere :)!
- Reece
On Sun, 2010-07-18 at 14:37 -0700, Dan Kegel wrote:
IMHO, our criterion is "we only need to implement what apps really need", and for the moment, that app probably could live with a stub for D3DXCreateTeapot. When we run into a complaint about our lousy teapot, we can create a better one. So relax, just do a stub, and move on to more important things.
Also, as Roderick says, sucking tables out of Windows is not ok, for copyright reasons.
Very well. I will only devote a very limited amount of time to looking at the teapot.
I am currently looking at the GLUT code. They seem to have simplified this quite a bit compared to Windows data - at which I will not look per all your comments.
I do not really know much (anything) about OpenGL but have pulled this code as a combination from: http://mindfuck.de-brauwer.be/articles/glut/ http://www.it.freebsd.org/pub/Unix/NetBSD/NetBSD-current/xsrc/external/mit/M...
Any ideas how one could quickly look at the raw vertex buffer data using OpenGL?
Thank you Misha
On Sun, Jul 18, 2010 at 11:58 PM, Misha Koshelev misha680@gmail.com wrote:
On Sun, 2010-07-18 at 14:37 -0700, Dan Kegel wrote:
IMHO, our criterion is "we only need to implement what apps really need", and for the moment, that app probably could live with a stub for D3DXCreateTeapot. When we run into a complaint about our lousy teapot, we can create a better one. So relax, just do a stub, and move on to more important things.
Also, as Roderick says, sucking tables out of Windows is not ok, for copyright reasons.
Very well. I will only devote a very limited amount of time to looking at the teapot.
I am currently looking at the GLUT code. They seem to have simplified this quite a bit compared to Windows data - at which I will not look per all your comments.
I do not really know much (anything) about OpenGL but have pulled this code as a combination from: http://mindfuck.de-brauwer.be/articles/glut/ http://www.it.freebsd.org/pub/Unix/NetBSD/NetBSD-current/xsrc/external/mit/M...
Any ideas how one could quickly look at the raw vertex buffer data using OpenGL?
Thank you Misha
How raw do you want to have it: http://cgit.freedesktop.org/mesa/mesa/tree/src/glut/glx/glut_teapot.c ? ;)
Roderick
I believe the GLMap2f functions are actually creating further vertex data... I could be wrong though. Thx
Misha
On Jul 18, 2010 5:46 PM, "Roderick Colenbrander" thunderbird2k@gmail.com wrote:
On Sun, Jul 18, 2010 at 11:58 PM, Misha Koshelev misha680@gmail.com wrote:
On Sun, 2010-07-18 at...
How raw do you want to have it: http://cgit.freedesktop.org/mesa/mesa/tree/src/glut/glx/glut_teapot.c ? ;)
Roderick
On Mon, Jul 19, 2010 at 10:48 AM, Misha Koshelev misha680@gmail.com wrote:
I believe the GLMap2f functions are actually creating further vertex data... I could be wrong though. Thx
Misha
I don't know if this is entirely necessary for your purpose, but OpenGL has a feedback buffer which can be used to capture vertex data. There's an example here http://www.opengl.org/resources/code/samples/mjktips/Feedback.html
Jeff
Thank you. I will take a look at this tomorrow morning.
On Jul 18, 2010 8:05 PM, "Jeff Zaroyko" jeffzaroyko@gmail.com wrote:
On Mon, Jul 19, 2010 at 10:48 AM, Misha Koshelev misha680@gmail.com wrote:
I believe the GLMap2f...
I don't know if this is entirely necessary for your purpose, but OpenGL has a feedback buffer which can be used to capture vertex data. There's an example here http://www.opengl.org/resources/code/samples/mjktips/Feedback.html
Jeff