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[Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex


From: Tuomas J. Lukka
Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex
Date: Sun, 01 Dec 2002 11:47:58 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/12/01 11:47:58

Modified files:
        Documentation/Manuscripts/Paper: paper.tex 

Log message:
        More twid

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Paper/paper.tex.diff?tr1=1.179&tr2=1.180&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -u gzz/Documentation/Manuscripts/Paper/paper.tex:1.179 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.180
--- gzz/Documentation/Manuscripts/Paper/paper.tex:1.179 Sun Dec  1 11:23:03 2002
+++ gzz/Documentation/Manuscripts/Paper/paper.tex       Sun Dec  1 11:47:58 2002
@@ -491,24 +491,27 @@
 \url{GL\_\hyp NV\_\hyp register\_\hyp combiners},
 and NV25, i.e., NV10 + \url{GL\_\hyp NV\_\hyp texture\_\hyp shader3}.
 
-One important goal for the implementation is that it should be easily 
-applicable in a variety of situations. 
-For example, mapping between paper and screen can be complicated,
-e.g.~fisheye. 
-Because of this, we have 
-adapted the OpenGL model: 
-the background ``texture coordinate'' is set
-and then a vertex is rendered using glvertex. 
-% How is it set?
-If a vertex program
-extension is available, 
-it is used to allow the use of vertex and texture
-coordinate arrays.
-% How is it used?
-To achieve this, all processing to obtain shapes on the paper 
+Our implementation needs to support complicated mappings
+between paper and screen coordinates, such as fisheye distortion.
+To make this simple, all processing to obtain shapes on the paper 
 must be done after the texture accesses, i.e. we cannot use
 procedural geometry.
-% XXX 
+
+% One important goal for the implementation is that it should be easily 
+% applicable in a variety of situations. 
+% For example, mapping between paper and screen can be complicated,
+% e.g.~fisheye. 
+% Because of this, we have 
+% adapted the OpenGL model: 
+% the background ``texture coordinate'' is set
+% and then a vertex is rendered using glvertex. 
+% % How is it set?
+% If a vertex program
+% extension is available, 
+% it is used to allow the use of vertex and texture
+% coordinate arrays.
+% % How is it used?
+% % XXX 
 
 The main components, corresponding to the extended OpenGL pipelines
 are shown in Fig.~\ref{figpipeline}.
@@ -898,6 +901,8 @@
 it is at its best when the same data node can be reached through
 several ways, and fragments of nodes are seen. 
 
+Web pages graphical identity
+
 \subsection{Problems}
 
 Of course it can be argued, for example, that
@@ -999,6 +1004,7 @@
 OTHER IDENTITY: EDGE SHAPE
 
 NONREP: BAD HW ACCEL?
+
 
 % \section{MPEG Animation}
 % [not to be included in final ms.]




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