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[Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex


From: Tuomas J. Lukka
Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex
Date: Sat, 30 Nov 2002 05:39:23 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/11/30 05:39:23

Modified files:
        Documentation/Manuscripts/Irregu: irregu.tex 

Log message:
        HW

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/irregu.tex.diff?tr1=1.108&tr2=1.109&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Irregu/irregu.tex
diff -u gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.108 
gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.109
--- gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.108       Sat Nov 30 
05:26:06 2002
+++ gzz/Documentation/Manuscripts/Irregu/irregu.tex     Sat Nov 30 05:39:23 2002
@@ -579,6 +579,8 @@
 
 \subsection{Drawing the shape}
 
+XXX figs for all these shapes!
+
 The type of offsetting in Eq.(\ref{eqoffset}) is implemented 
 in modern texture shading hardware, such as the NV25 architecture.
 The image of the undistorted shape can be stored in a texture and accessed
@@ -599,9 +601,11 @@
 
 Naturally, the undistorted shape can also be drawn polygonally, using
 the smooth shading interpolation in OpenGL to obtain the linearly
-falling value
-
+falling value, to avoid using the second texture unit and rendering
+the shape to a texture.
 
+To obtain ebbing with displacement mapping, a similar approach
+can be used
 
 The shape is given by Eq.~(\ref{eq:inside}), which under the 
 assumptions can be written as a point $(x,y)$ being inside the tearout, 




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