Hi Marcus,
On Sat, 2005-07-09 at 01:55 +0200, Marcus Lindblom wrote:
>
> Hmm.. Does this mean that it is will not be possible to define a global
> state that is selectively overriden by chunks in MaterialGroups further
> down in the graph?
That is currently not possible, and this change wouldn't change that.
Right now MaterialGroups fully override the Material in the Nodes.
Changing that is a major change, as the State (vector of StateChunks)
used to render is stored in the Materials and not in the DrawTree, which
makes it more efficient but less flexible.
> (or other materials which do not use chunks).. Or
> what does this change imply more specifically?
This change would just change the priority. Right now the closest
MaterialGroup to the Node has Priority, afterwards the farthest would.
> It's quite easy to write a graphop/traversefunctor which
> replaces/removes all materials in a subgraph. This is what I use to
> modify the material of VRML-loaded graphs
Yup, it is. If you need to do it multiple times per frame (like the
things Terry mentioned) it would be too expensive, though.
I'm going to change it.
Yours
Dirk
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