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- Path: sparky!uunet!zaphod.mps.ohio-state.edu!saimiri.primate.wisc.edu!ames!sgi!fido!krypton!gavin
- From: gavin@krypton.asd.sgi.com (Gavin Bell)
- Newsgroups: comp.graphics.opengl
- Subject: Re: conformance question
- Date: 17 Dec 1992 19:11:55 GMT
- Organization: Silicon Graphics, Inc. Mountain View, CA
- Lines: 26
- Message-ID: <1gqjdrINNi40@fido.asd.sgi.com>
- References: <1992Dec15.074053.1837@dsd.es.com> <1992Dec15.080609.26325@microunity.com> <1992Dec15.204500.14333@dsd.es.com> <1992Dec16.205020.2674@dsd.es.com>
- NNTP-Posting-Host: krypton.asd.sgi.com
-
- In <1992Dec16.205020.2674@dsd.es.com> rthomson@mesa.dsd.es.com (Rich Thomson) writes:
- >I'm beginning to think that applications will still have a big
- >platform-specific "switch" statement figuring out which visual to use
- >in order to find the fastest visual.
- > -- Rich
-
- I think most applications will have a very good idea of what
- functionality they require, and will know what visual they need. For
- example, most interactive 3D applications will require front, back,
- and z-buffers. I don't think many application programmers will be
- willing to invest the programming effort to try to support 3D graphics
- on a non-zbuffer, non-double-buffered visual (but I may just be,
- spoiled and lazy, and not a Real(tm) graphics programmer).
-
- I think this will be more of an issue with more general data-driven
- programs. For example, imagine a program that could display CSG
- object by using the stencil bitplanes and an auxilary framebuffer. It
- would be nice if that application didn't allocate those resources
- until it read in a file that contained an object that needed them,
- especially since the more full-function visuals might have degraded
- performance. A big switch statement will be called to try to figure
- out if the visual we have is the visual we need to display the objects
- in our scene.
-
- --
- --gavin (gavin@sgi.com, (415)390-1024)
-