[WF-Protocols] Re: Protocols Digest, Vol 2, Issue 3
Jorrit Tyberghein
Jorrit.Tyberghein at uz.kuleuven.ac.be
Thu Jul 3 09:19:57 PDT 2003
steve at stevestreeting.com wrote:
>
>> Submesh
>> - Texture/Material (per texture-unit)
>>
>
>I disagree with this. Your mesh should not care about how many texture units
>there are, or how many layers there are in the material you choose to use with
>it. The link should be just to a single material, and the material defines the
>number of texture layers and the source of the texture coord data (from one or
>more of the texture coord sets, from auto generated texture coords, from
>vertex shaders etc. Meshes should IMHO know nothing about shading parameters,
>they should just provide texture coord data which the material can choose to
>use however it sees fit.
>
Yes exactly. From the point of view of the mesh a material (or multiple
materials
for different polygons if the mesh supports it) is the only thing that
matters.
Greetings,
--
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Jorrit.Tyberghein at uz.kuleuven.ac.be, University Hospitals KU Leuven BELGIUM
Wobbler had written an actual computer game like this once. It was called
"Journey to Alpha Centauri". It was a screen with some dots on it.
Because, he said, it happened in *real time*, which no-one had ever heard
of until computers. He'd seen on TV that it took three thousand years to
get to Alpha Centauri. He had written it so that if anyone kept their
computer on for three thousand years, they'd be rewarded by a little dot
appearing in the middle of the screen, and then a message saying, "Welcome
to Alpha Centauri. Now go home."
-- (Terry Pratchett, Only You Can Save Mankind)
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