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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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