> Some questions:
>
> Will it be possible to apply these deformations at
> any level in the tree, not just to Shapes?
Currently no, although i know that applying deform recursively on a World would
be usefull. However there is no easy way to implement that, until making
World.add_deform() calli
Jiba wrote:
Hum... it's a bit more complex in Soya, because the order in which
> the objects are rendered may not follow the scene tree.
You'd only have to rely on the OpenGL state in the display
list of a Shape. Then there are only two possibilities --
a given face specifies its own material
Jiba wrote:
However, i think the new deforming system (again :-) can be easily extended
to do that ; something like a MaterialSwitcherDeform. Instead of just
"one-material inheritance", i'm thinking rather to a dictionary mapping
old materials to the new ones, which would allow to change several
> It seems like this should be fairly straightforward
> to implement, by making use of OpenGL's ability
> to push and pop various parts of its state.
> Whenever you encounter an object with a material,
> push the current state of the relevant OpenGL
> variables, set them up for the new material,
>
Here's another feature suggestion: Inheritance of
materials down the object hierarchy.
In SketchUp, you can define a component with no
material specified for some or all of its faces,
and then apply different materials to different
instances of that component. The faces which have
no material inh