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author | Zack Rusin <[email protected]> | 2010-03-15 15:24:38 -0400 |
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committer | Zack Rusin <[email protected]> | 2010-03-15 15:24:38 -0400 |
commit | 275c4bd3643d773210780cb8d578ca84f2604684 (patch) | |
tree | 8266edc39d4253ac0f2a0ecd41f560f3d815bb5c /src/glu/mesa/README1 | |
parent | c5c5cd7132e18f4aad8e73d8ee879f8823c4c1e7 (diff) | |
parent | d0b35352ed27b1e66785c45ee95a352ed06b47ce (diff) |
Merge remote branch 'origin/master' into gallium_draw_llvm
Diffstat (limited to 'src/glu/mesa/README1')
-rw-r--r-- | src/glu/mesa/README1 | 195 |
1 files changed, 0 insertions, 195 deletions
diff --git a/src/glu/mesa/README1 b/src/glu/mesa/README1 deleted file mode 100644 index 75968572ff6..00000000000 --- a/src/glu/mesa/README1 +++ /dev/null @@ -1,195 +0,0 @@ - -Notes on the GLU polygon tesselation facility implemented by Bogdan Sikorski... - - - -The tesselation module is provided under the same terms as the Mesa -package. - -This is the first release of polygon tesselation code for Mesa. -It was written during my very little free time, so lets name it: -"its not perfect". If someone hates pointers, don't look at the code. -I preffer dynamic allocation versus static. But _all_ ideas, suggestions, -bug reports and fixes are welcome (if You want, also flames). I am aware -that many things could have been written using better techniques, but time -that I could devote to this library was very limited. It is not well commented, -excuse me. Also I am thinking of continuing working on this code to improve, -fix and polish it. And make it as compliant as possible to the OpenGL, so -software ports from OpenGL to Mesa will work correctly. If You know of any -differences in behaviour, expected input/output between Mesa tesselation library -and OpenGL, please send me a note. I explain later on why I am not -confident with this code. - -I tried to be fully compliant with the OpenGL routines. By "tried" I mean that -up to my knowledge it behaves as OpenGL tesselation routines. Just recently -I began to experiment with OpenGL (actually only Mesa), and also have -no access to any machine providing official implementation of OpenGL, -nor access to books (particulary Addison-Wesley publications). Thus my -knowledge on how the original tesselation code works, what kind of data -it expects etc. is based _only_ on the publicly available documentation -provided by SGI. Namely: - -* "The OpenGL Graphics System Utility Library" by K.P.Smith - (Silicon Graphics, 1992) -* "The OpenGL Graphics Interface" by M.Segal and K.Akeley - (Silicon Graphics, 19??) -* "OpenGL and X, Part 1: Introduction" by M.J.Kilgard - (Silicon Graphics, 1994) -* "OpenGL and X, Part 2: Using OpenGL with Xlib" by M.J.Kilgard - (Silicon Graphics, 1994) -* "OpenGL Graphics with the X Window System" by P.Karlton - (Silicon Graphics, 1993) -* Online Docs - Appendix C of OpenGL Programming Guide, Polygon Tesselation - (partial text cut and sent by e-mail) - - -The tesselation routines use slightly different prototypes than the ones -specified in the mentioned above publications. The _only_ differences are -the enumeration types which are not GLenum, but are GLUenum. So the -implemented routines have following prototypes: - -GLUtringulatorObj *gluNewTess(void); - -void gluTessCallback(GLUtriangulatorObj *,GLUenum,void (*)()); - ^^^^^^^ -void gluBeginPolygon(GLUtriangulatorObj *); - -void gluTessVertex(GLUtriangulatorObj *,GLdouble [3],void *); - -void gluNextContour(GLUtriangulatorObj *,GLUenum); - ^^^^^^^ -void gluEndPolygon(GLUtriangulatorObj *); - -const GLubyte *gluErrorString(GLUenum); - ^^^^^^^ - prototypes for callback functions: - -void <begin>(GLUenum); - ^^^^^^^ -void <edgeFlag>(GLboolean); -void <vertex>(void *); -void <end>(void); -void <error>(GLUenum); - ^^^^^^^ - -The begin callback will be called only with GLU_TRIANGLES. No support -for traingle fans or strips yet. - -In case of errors an internal error variable is set to the appropiate -error enum values (GLU_TESS_ERROR?). Initially it is set to GLU_NO_ERROR. -The OpenGL library provides 8 error conditions, the tesselation code -of Mesa provides 9. They are: - -GLU_TESS_ERROR1: missing gluEndPolygon /* same as OpenGL */ -GLU_TESS_ERROR2: missing gluBeginPolygon /* same as OpenGL */ -GLU_TESS_ERROR3: misoriented contour /* not used in Mesa - in OpenGL is bad orientation or intersecting edges */ -GLU_TESS_ERROR4: vertex/edge intersection /* same as OpenGL */ -GLU_TESS_ERROR5: misoriented or self-intersecting loops /* same as OpenGL */ -GLU_TESS_ERROR6: coincident vertices /* same as OpenGL */ -GLU_TESS_ERROR7: colinear vertices /* OpenGL's illegal data */ -GLU_TESS_ERROR8: intersecting edges /* same as OpenGL */ -GLU_TESS_ERROR9: not coplanar contours /* new for Mesa */ - -The Mesa tesselation code ignores all data and calls after detecting an error -codition. This means that a _new_ tesselation object must be used for further -triangulations. Maybe this is too restrictive, and will be lifted in -future versions. - -The tesselation code completely ignores the type parameter passed in -gluNextContour. It also doesn't check if the passed parameter is a legal -enum value - ignores silently (maybe at least this should be checked). -The reason I chose this behaviour is based on what I read in the -beforementioned documents. I cite: - -".... -void gluNextContour(GLUtriangulatorObj *tessobj, GLenum type); - -Marks the beginning of the next contour when multiple contours make up the -boundary of the polygon to be tessellated. type can be GLU_EXTERIOR, -GLU_INTERIOR, GLU_CCW, GLU_CW, or GLU_UNKNOWN. These serve only as -to the tessellation. If you get them right, the tessellation might -go faster. If you get them wrong, they're ignored, and the tesselation still -works. -....." - -I hope You agree with me that my decision was correct. Mesa tesselation -_always_ checks by itself the interrelations between contours. Just as if -all contours were specified with the type GLU_UNKNOWN. - -One of OpenGL's policy is not to check all error conditions - rely sometimes -that the user "got things right". This is justified, since exhausting -error checking is timeconsuming, and would significantly slow down -a correct application. The Mesa tesselation code assumes only _one_ condition -when triangulating - all vertices in a contour are planar. This is _not_ -checked for correctness. Trying to tesselate such objects will lead to -unpredictable output. - -And now we arrive to the moment where I would like to list the required -(but checked for) conditions for triangulation, as well as summarize the -library: - -* all contours in a single tesselation cycle _must_ be coplanar - if not - an error is raised (and if provided a call to the error callback - is made) -* the contours can be passed in _any_ order, exteriors and holes can be - intermixed within a tesselation cycle and the correct hierarchy - will be determined by the library; thus specifying first holes then - exteriors, then holes within holes form a valid input. -* a hole within a hole is consider to be a yet another exterior contour -* multiple exterior contours (polygons) can be tesselated in one cycle; - _but_ this significantly degrades performance since many tests will be - performed for every contour pair; if You want triangulation to be fast - tesselate a single polygon (with possible holes) one at a time. -* orientation of exterior contours is arbitray, but if it has holes, - all interior holes of this particular exterior contour _must_ have an - opposite orientation. -* the output triangles have the same orientation as the exterior contour - that forms them -* each triangle is "enclosed" within the begin and end callbacks; - this is not efficent, but was made on purpose; so if triangulation - results in 2 triangles the following callbacks will be made in such - order: - <begin>(GLU_TRAINGLES) - <vertex>(...) /* 3 vertices of first triangle */ - <vertex>(...) - <vertex>(...) - <end>() - <begin>(GLU_TRAINGLES) - <vertex>(...) /* 3 vertices of second triangle */ - <vertex>(...) - <vertex>(...) - <end>() - Of course only when begin, vertex, and end callback were provided, - otherwise no output is done (actually tesselation does not take place). -* You will notice that some output traingles are very "thin"; there - exist possible several ways to traingulate a polygon, but "smart" code - avoiding such cases would require time to write, and will impact on - execution speed. -* like OpenGL, no new vertices are introduced during triangulation -* if the edgeflag callback is provided it will be called whenever - the just-about-to be output vertex begins a different type of edge - than the previous vertices; always before the first output a call - is made with GL_TRUE, to allow synchronization. -* all intermediate computations are done using GLdouble type, and comparisons - are biased with a precision value (EPSILON defined in tess.h) -* the point_in_poly function is my adaptation of code from the - comp.graphics.alg newsgroup FAQ (originally written by Mr. Wm. Randolph - Franklin, modified by Scott Anguish). -* the edge_edge_intersect test is also an adopted code from comp.graphics.alg - newsgroup FAQ -* the general idea for traingulation used in this library is described in - the book "Computational Geometry in C" by Joseph O'Rourke. - - -Excuse my English, its not my mother tongue. I should be available for some -time uner the following e-mail address. But For how long I am not certain. -Once I am settled in my new place, I'll post on the Mesa mailing list -my new address. - -(PS: today is my last day of work here, I'm changing my job). - -Bogdan. ( [email protected] ) - -Apr 28, 1995. - |