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README file from "littleRedCap" directory

          ~4Dgifts/toolbox/src/exampleCode/GLX/littleRedCap README


           littleRedCap: An interference checking and capping demo

      Capping is a trick employed so that we can use hollow models to 
      portray solids, and is used in applications where objects could be 
      clipped (such as CAD).  Interference checking is a method of 
      showing the regions of intersection between two separate objects.

      This mixed model example is based on Kurt Akeley's 'cap' program.
      It is by no means as robust in a demonstrational sense, meaning 
      it does not read object in from a file, nor can one move around 
      the clipping planes or the viewpoint.

      What it does do is to apply a clipping plane in the XY plane at 
      z=0, and bring up two torii.  The clipped torii are capped using 
      the same material as the rest of each respective surface.  The 
      interference between the two objects is shown in red.  The yellow 
      square is an outline of a plane coinciding to the arbitrary 
      clipping plane 0.  The axes are drawn at the origin to indicate 
      the orientation of the clipping plane.

      The capping and interference checking are both done using the 
      stencil buffer.  In order for the program to run, your graphics 
      needs to support stenciling.  If it doesn't the program will tell 
      you so and then bail.  The good news is that Open GL requires the 
      presence of at least one stencil plane, so this restriction will 
      not exist when you migrate to it.

      The capping is done by rendering each object in the scene twice.  
      The first time, the objects are each drawn with backfacing on
      (since the capping will prevent the user from seeing the inner 
      portions of the clipped objects).  Then we disable writes to the 
      color and depth buffers.  We'll use the low order bit of the 
      stencil buffer to determine where we've drawn part of the object. 
      Then we'll draw the object again, using the stencil buffer to keep 
      track of which pixels we've tried to draw something to.  Where the
      value in the stencil buffer is odd, the inside of the solid was 
      (rather would have been) visible.  
      
      After the object is rendered for the second time, we draw the 
      clipping plane, using the same material property as the object's.
      In order to make sure that the cap is drawn correctly, we do two 
      things.  First, we shut off the clipping plane (otherwise the cap 
      itself could be clipped).  Then, we transform the origin to the 
      location of the clipping plane.  This prevents any problems related 
      to viewer position from occuring.  For example, if the origin of 
      the model view matrix were not where we expected, the cap might be 
      drawn at an offset to its expected position.

      The interference checking is done after all of the objects in the 
      scene are drawn with their caps.  Since the values in the stencil 
      buffer are still intact, we draw a large rectangle stenciling 
      those regions with pixel access counts of two or greater.  In this 
      example, we draw a red rectangle, ergo the name "little red cap".

      Objects can be animated to ensure the capping and interference
      checking is done in real time.

      To change the objects, their properties, or transforms, edit the 
      shapes data structure in gl_interfere.c.  Refer to shapes.h for all 
      available shapes.  This data structure will also take a uniform 
      scaling factor if you wish to grow or shrink each shape.

      There is a known bug at startup where some or all of the inner 
      window is painted red until one moves the window or presses the 
      Animate button.

      Paul C. David
      pcd@sgi.com
      9/93


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Documentation

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