[visionegg] Re: GL state responsibility (warning: may contain theory)
- From: Tony Arkles <tony@xxxxxxxxx>
- To: visionegg@xxxxxxxxxxxxx
- Date: Wed, 13 Jul 2005 14:42:40 -0600
The bug I discovered last week was that changes to the modelview matrix
state would, against the above stated policy, cause other stimuli to
draw wrongly. So, I updated those builtin stimuli which modified it to
restore it after use. If we want to live by the documentation as
written, my approach is just a workaround, and I need to fix all stimuli
to be insensitive to the state of the modelview matrix when their draw()
method is called.
The modelview matrix state is an aspect that I just stumbled onto, and I
found something somewhat worrisome.
http://www.opengl.org/resources/faq/technical/viewing.htm (section 8.030)
http://sjbaker.org/steve/omniv/projection_abuse.html
These both seem to say that all of the camera movements should be taking
place in the modelview matrix and not the projection matrix. This came
up when I started using my custom-made viewport that does the mapping
for our screen. It involves several camera modifications to capture
views at different perspectives. I put a Model3DS into the scene and
put it on a circular path to make sure that it properly moves from
camera to camera, only to find that it showed up in every camera at the
same time.
I *think*, after preliminary analysis, that a simple yet tedious
modification would fix this problem without modifying existing
behaviour. I'm willing to put the time into making this modification
assuming that it's deemed a legitimate concern. I think that if we were
to modify every stimulus and remove the glLoadIdentity(), and then in
the Viewport class wrap stimulus.draw() with a glPushMatrix() and
glPopMatrix(), it would be possible to do everything as we are right now
without having to modify the GL_PROJECTION matrix to point the camera.
Any thoughts? This may not be a complete analysis... I've just spent an
hour or two tracing through (mostly my) code to figure out what the
problem is. As I said before though, I'm not adverse to testing and
fixing this problem myself. I've used the library a fair bit this
summer already and I'd love to contribute back :)
Tony
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The bug I discovered last week was that changes to the modelview matrix state would, against the above stated policy, cause other stimuli to draw wrongly. So, I updated those builtin stimuli which modified it to restore it after use. If we want to live by the documentation as written, my approach is just a workaround, and I need to fix all stimuli to be insensitive to the state of the modelview matrix when their draw() method is called.
- [visionegg] Re: GL state responsibility (warning: may contain theory)
- From: Tony Arkles
- [visionegg] Re: GL state responsibility (warning: may contain theory)
- From: Bertrand Guay-Paquet
- [visionegg] Re: GL state responsibility (warning: may contain theory)
- From: Andrew Straw
- [visionegg] GL state responsibility (warning: may contain theory)
- From: Tony Arkles
- [visionegg] Re: GL state responsibility (warning: may contain theory)
- From: Andrew Straw