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[Gzz-commits] gzz ./TODO doc/Gzz_Frontend_Vobs.rst doc/uml/vo...


From: Tuomas J. Lukka
Subject: [Gzz-commits] gzz ./TODO doc/Gzz_Frontend_Vobs.rst doc/uml/vo...
Date: Fri, 03 Jan 2003 10:25:23 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        03/01/03 10:25:23

Modified files:
        .              : TODO 
        doc            : Gzz_Frontend_Vobs.rst 
        doc/uml        : vobsceneseq.mp vobsceneseq.uml 
Added files:
        doc/pegboard/vobmatcher_keymap--tjl: peg.rst 

Log message:
        New, fast-track peg

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/TODO.diff?tr1=1.482&tr2=1.483&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/doc/Gzz_Frontend_Vobs.rst.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/doc/pegboard/vobmatcher_keymap--tjl/peg.rst?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/doc/uml/vobsceneseq.mp.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/doc/uml/vobsceneseq.uml.diff?tr1=1.2&tr2=1.3&r1=text&r2=text

Patches:
Index: gzz/TODO
diff -u gzz/TODO:1.482 gzz/TODO:1.483
--- gzz/TODO:1.482      Fri Jan  3 04:46:23 2003
+++ gzz/TODO    Fri Jan  3 10:25:23 2003
@@ -156,6 +156,7 @@
           prototype of mindmap applitude (fall 2003?), check alternatives
        - umltool paper dl 15.2., but should actually be done in the late Jan
        - enhancing umltool
+           - metapost directive: like .uml, but simply a metapost diagram.
            - jlinks should also work in reverse: the UML diagram
              should generate, for each jlink, a version of the diagram
               with the jlink highlighted, and place that into the HTML
@@ -231,10 +232,21 @@
           bounding boxes. Fast, but not very efficient.
        + implement Paper TexGenEmboss::setUp_explicit
     tjl:
-       - [PP03] interpolation setKeyMap 
-       - [PP03] nadir
-       - [PP03] buoys 1-N: must shift some! (pp)
+       - fix Gzz_Frontend_Vobs diagram vobscene_overall
+           - VobMatcher
+           - two different parent-child relationships, one
+             managed by Coorder, the other by Matcher
+       - [PP03] 
+           - interpolation setKeyMap BLOCKED: PEG vobmatcher_keymap--tjl
+           - buoys 1-N: must shift some! (pp)
+               - fix by kludging: notice multiple buoys
+                 on same cell at Cell1DBuoyHook and give 
+                 Floater the index and the number of the buoys hanging from 
the same
+                 anchor.
+                 It's a kludge but ...
+           + [PP03] nadir
        - xupdf: distorted multi-page PDF view with xu links
+           - overall goal: USEFUL when article writing starts
            - faster (asynch) loading of pagespan images
                - use lower resolution first, lazily load better
            - discard high-rez images (500kB/image) ?
@@ -287,21 +299,16 @@
                  the width of a nonlinearly scaled border
                    - need to think about how to generalize...
                      linestyle objects for npr scaling?
-       + ZZ vanishingview cell size for pagespans and linebroken
          paragraphs, as well as libpaper backgrounds
            - PEG the actual view
        - make GLVobCoorder's all coordsys types
          work like affineCoordsys and setAffineParams, so
          that we can set the params from outside easier.
-       + paper demo
-           + passmask back
-           + panning in multipaper
        - Mosaic: don't store texture in memory;
          storing in only the OpenGL texture object will
          save memory and time.
        - Coords.hxx: methods to transform many points at a time
          to avoid virtual function call overhead
-       + Check graphics in client starting unit tests
        - unit tests for the designated demos. We REALLY need to
          avoid breakage on them from now on.
        - complete empty test bodies in test/gzz/vob/textvob.test
@@ -312,13 +319,18 @@
          currently broken. ???
 
        - implement PEG 1021 for AWT
-       + Go through test/ and convert tests to either .py or move to basalt/
-       - check OpenGL texture size at run time, adjust mosaic and bg
+       - Go through test/ and convert tests to either .py or move to basalt/
+       - check OpenGL maximum texture size at run time, adjust mosaic and bg
+
 
+       - paper demo
+           - passmask back
+           - panning in multipaper
+       + ZZ vanishingview cell size for pagespans and linebroken
+       + Check graphics in client starting unit tests
        + code to see from PDF file the number of pages
        + code to automatically start creating images on disk from
          pdf files etc.
-
        + make gldemo able to use fullscreen sync_to_vblank mode so that we 
could
          get the benefits of page flipping. How does this interact with e.g.
          twinview? Need to turn it off?
@@ -355,17 +367,18 @@
        - implement Perlin's "improving noise" paper
        - animation: save images directly into target
          format from C++. Should cut down generation time a lot.
-       + irregu: precomputed angles for 2D-texture slices (sprinkled edge)
-       + update irregu renderbale
+       + update irregu renderable
+           - ?
        + libpaper NV2x combined passes
            + think about modeling textures
        + script to save 100 textures every day
-       - paper: small high-frequency components
+       + paper: small high-frequency components
        + irregu
                - better sawnoise texture: less intermediate freqs
                - puzzle view
                - soft shadows of irregus- ?!?!?! Need algorithm...
                        - only very approximate needed
+       + paper radeon9700
 
 
 0.8alpha6: Another doc round
Index: gzz/doc/Gzz_Frontend_Vobs.rst
diff -u gzz/doc/Gzz_Frontend_Vobs.rst:1.2 gzz/doc/Gzz_Frontend_Vobs.rst:1.3
--- gzz/doc/Gzz_Frontend_Vobs.rst:1.2   Thu Dec 19 18:05:17 2002
+++ gzz/doc/Gzz_Frontend_Vobs.rst       Fri Jan  3 10:25:23 2003
@@ -12,6 +12,25 @@
 However, in the Java implementation, CoordinateSystems are represented by
 arrays inside the VobScene.
 
+.. UML:: vobs_overall
+
+    class Vob "interface"
+       methods
+           draw
+
+    class CoordSys "interface"
+       methods
+
+    transassoc = assoc CoordSys role(transformparent) multi(*) - multi(*) 
role(transchild) CoordSys
+    matchassoc = assoc CoordSys role(matchparent) multi(1) - multi(*) 
role(matchchild) CoordSys
+
+    class AnyObject
+       assoc multi(1) role(coordsyskey) - multi(*) CoordSys
+
+    ---
+
+    
+
 .. UML:: vobscene_overall
 
     jlinkpackage gzz.vob
@@ -94,10 +113,44 @@
 
 The construction of a VobScene goes as follows:
 
-.. UML-refer:: vobsceneseq
+.. UML:: vobsceneseq
+
+    seqobject VobScene
+    seqobject VobMap
+    seqobject VobMatcher
+    seqobject VobCoorder
+    seqobject View
+
+    sequence simplecall
+       call View 
+           call VobScene "put(vob, key, d, x, y, w, h)" 
+               call VobCoorder "cs = coordsys(0, d, x, y, w, h)"
+                   return
+               call VobMatcher "add(cs, key)"
+                   return
+               call VobMap "put(vob, cs)"
+                   return
+               return
+           return
+       return
+       call View
+           call VobScene "cs1 = orthoCS(cs0, key..)"
+               call VobCoorder "cs = ortho(cs0, ...)"
+                   return
+               call VobMatcher "add(cs0, cs, key)"
+                   return
+               return "cs"
+           call VobCoorder "cs2 = coordsys(...)"
+           call VobMap "put(vob1, cs1, cs2)"
+           call VobMap "put(vob2, cs1, cs2)"
+           call VobMap "put(vob3, cs1)"
+    ---
+    View.c = (0,0);
+    horizontally(60, aaa, View, VobScene, VobMap, VobMatcher, VobCoorder);
 
-There are two modes of calling: either through the VobScene for the most
-common case, or directly through to the ``VobCoorder`` and ``VobMap``.
+There are two modes of calling: either through the VobScene as a shorthand
+for the most
+common cases, or directly through to the ``VobCoorder`` and ``VobMap`` members.
 
 Rendering a ``VobScene`` can happen in two ways, depending on whether OpenGL
 or AWT is being used. OpenGL is described in `GLRenderables`__.
@@ -105,3 +158,30 @@
 .. _GLRenderables: Gzz_Frontend_GLRend.gen.html
 
 __ GLRenderables_
+
+Interpolation
+=============
+
+An important reason for the Vob construction is interpolation: it is possible
+to smoothly animate between Vobscenes generated by independent views.
+The interpolation is based on the keys of the coordinate systems.  
+The two steps are:
+
+- Match, starting from the root coordinate system (0), coordinate systems
+  whose parents have been matched and which share the same key.
+
+- For all coordinate systems for which a match was found, form an interpolating
+  coordinate system and use that for rendering. It is optional whether 
non-interpolating
+  coordinate systems will be rendered or not (experience shows that it's good 
to start rendering
+  them at some small time before the animation ends).
+
+Sometimes it is desirable to change the interpolation behaviour for some 
coordinate
+systems. An example is a "main" coordinate system surrounded by buoys, and 
interpolation
+between a buoy and the main coordinate system. It is not desirable to adjust 
the keys
+but to rather have the main coordinate system have a static key and change the
+interpolation behaviour of the buoys.
+
+
+
+
+
Index: gzz/doc/uml/vobsceneseq.mp
diff -u gzz/doc/uml/vobsceneseq.mp:1.2 gzz/doc/uml/vobsceneseq.mp:1.3
--- gzz/doc/uml/vobsceneseq.mp:1.2      Thu Aug 29 08:23:27 2002
+++ gzz/doc/uml/vobsceneseq.mp  Fri Jan  3 10:25:23 2003
@@ -1,2 +0,0 @@
-View.c = (0,0);
-horizontally(100, aaa, View, VobScene, VobMap, VobCoorder);
Index: gzz/doc/uml/vobsceneseq.uml
diff -u gzz/doc/uml/vobsceneseq.uml:1.2 gzz/doc/uml/vobsceneseq.uml:1.3
--- gzz/doc/uml/vobsceneseq.uml:1.2     Mon Aug 26 11:43:27 2002
+++ gzz/doc/uml/vobsceneseq.uml Fri Jan  3 10:25:23 2003
@@ -1,22 +0,0 @@
-
-seqobject VobScene
-seqobject VobMap
-seqobject VobCoorder
-seqobject View
-
-sequence simplecall
-    call View 
-       call VobScene "put(vob, key, d, x, y, w, h)" 
-           call VobCoorder "cs = coordsys(0, key, d, x, y, w, h)"
-               return
-           call VobMap "put(vob, cs)"
-               return
-           return
-       return
-    return
-    call View
-       call VobCoorder "cs1 = coordsys(...)"
-       call VobCoorder "cs2 = coordsys(...)"
-       call VobMap "put(vob1, cs1, cs2)"
-       call VobMap "put(vob2, cs1, cs2)"
-       call VobMap "put(vob3, cs1)"




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