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- sssspppphhhhbbbbbbbbpppp((((3333GGGG)))) sssspppphhhhbbbbbbbbpppp((((3333GGGG))))
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- NNNNAAAAMMMMEEEE
- sssspppphhhhbbbbbbbbpppp,,,, sssspppphhhheeeebbbbpppp - delimit specification of bitmapped spheres
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- FFFFOOOORRRRTTTTRRRRAAAANNNN 77777777 SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
- ####iiiinnnncccclllluuuuddddeeee <<<<ggggllll////ffffsssspppphhhheeeerrrreeee....hhhh>>>>
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssspppphhhhbbbbbbbbpppp(((())))
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssspppphhhheeeebbbbpppp(((())))
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- PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
- _n_o_n_e
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- Spheres specified with sssspppphhhhddddrrrraaaa after sssspppphhhhbbbbbbbbpppp and before sssspppphhhheeeebbbbpppp are drawn
- with bitmapped spheres. The bitmap contains an image of a phong-shaded
- sphere. The diffuse color of the sphere may be specified by sssspppphhhhccccllllrrrr.
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- Between sssspppphhhhbbbbbbbbpppp and sssspppphhhheeeebbbbpppp, only calls to sssspppphhhhccccllllrrrr and sssspppphhhhddddrrrraaaa are permitted
- and including any GL calls or other Sphere Library calls will produce
- undefined results.
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- NNNNOOOOTTTTEEEE
- Bitmapped spheres are currently only implemented on the RealityEngine,
- and with several restrictions.
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- The framebuffer must be configured for RGBmode with the standard buffer,
- ie. the zbuffer must not be deallocated with zzzzbbbbssssiiiizzzzeeee.... Multisample buffers
- must not be allocated. The projection matrix for bitmapped spheres must
- be orthographic and use of perspective, such as calls to ppppeeeerrrrssssppppeeee or wwwwiiiinnnnddddoooowwww
- will produce undefined results.
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- The following operations are not obeyed when drawing bitmap spheres:
- accumulation buffering, blending, feedback, fog, lighting, logicop,
- picking, stencil, texturing, and writemask.
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- The values for blendfunction and logicop are reset to their default
- values. If writemasking was being used previous to drawing bitmapped
- spheres, the resulting writemask after sssspppphhhheeeebbbbpppp, will be undefined.
- Therefore, it is best too ensure that blendfuction, logicop, and
- writemask modes are not being used when entering the bitmap sphere mode
- to avoid surprises.
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- On RealityEngine, bitmapped spheres compete for framebuffer memory with
- stereobuffer and at least a medium pixel depth is required to have room
- for both.
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- BBBBUUUUGGGGSSSS
- Bitmapped spheres on RealityEngine are currently only available in
- immediate mode.
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- PPPPaaaaggggeeee 1111
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- sssspppphhhhbbbbbbbbpppp((((3333GGGG)))) sssspppphhhhbbbbbbbbpppp((((3333GGGG))))
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- Bitmapped spheres do not clip correctly but pop when clipped against the
- near and far clipping planes. User-defined clipping planes are ignored by
- the bitmapped spheres.
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- Currently, on RealityEngine, sssspppphhhhbbbbbbbbpppp is relatively slow to execute and so
- it is best to minimize the number of times the bitmap sphere mode is
- entered in a frame. Draw as many spheres as possible between one set of
- sssspppphhhhbbbbbbbbpppp and sssspppphhhheeeebbbbpppp calls.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- libsphere, sphdra, sphclr, acbuf, blendf, feedba, fogver, logico, lmdef,
- mssize, pick, RGBmod, stenci, texdef, writem, zbsize
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- PPPPaaaaggggeeee 2222
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