CSG & Detail
Leon Pennington <[email protected]> Thu, 21 Oct 2004 23:07:53 +0100
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
Hi, Finished all the working out now, last version of the demo, is up. Decided to work on a diffrent way of removing extra lines, its quicker, and makes the tessellation faster as well. I was thinking of making, the CSG calculations optional within the CSG properties box, and having two modes. So its either off, manual update, or automatic update. Therefore if the system starts to lag due to a very deep setup, or simply because of size, it can be turned off, or only updates when you press update in the properties dialog. Global detail I was looking at the display settings for objects, and had an idea. the values currently in the setttings would be used for the lowest detail settings, and each subsequent level up increase the detail by half the original values, so on the spheres for instance, If the display settings are 4, 8, the detail settings would produce spheres, at these settings Very Low : 4, 8 Low : 6, 12 Medium: 8, 16 High: 10, 20 Very High 12, 24 I was thinking of displaying these values in the settings dialog so the user knows what there getting. Also if they have a fast system, you can increase the display settings, and all the detail levels are still useful. As for individual objects, I was thing of adding a new class derived from namedobject, and making graphicalobject derive from it. This would handle the individual detail, and global detail values. It would have a virtual function which when overridden allows sub objects to activate it. This is the plan, of course this is subject to change, I'll shut up now :o) -- Leon Pennington "If you give someone a program, you will frustrate them for a day; if you teach them how to program, you will frustrate them for a lifetime." List archive and information: https://mail.kde.org/mailman/listinfo/kpovmodeler-devel