Slope Meta Command


Re: Slope Meta Command
#13
If i understand correctly, we are talking material properties here. Which in modern rendering basically equals textures. So I'm still thinking this should be done by extending the texture meta.

Mainly for one reason, if you want to apply bump mapping on a single quad (which I suspect is what Orion initially wants) using a simple new meta is fine. But it's just a matter of time before you need it on some more complicated non smooth surface. In such a case you will need texture coordinates (normal mapping) so instead of adding a new meta for single triangle/quad bump mapping it would be far more efficient (also implementation wise) to use the existing texmap mechanics.

That said if you are only talking about non patterned surface changes (shininess etc) using the LDConfig color parameters could also be used by introducing new colors. Problem is you would need two different colors for simple sloped bricks etc.

So maybe we could use the LDraw state machine approach to define an alternative active finish, e.g.

0 !COLOUR_FINISH <color number>

On render start it's set to inherited (#16) and all is like it used to be. But whenever you need a supporting color you change it before the affected geometry and change it back to inherited afterwards.

So let's assume 1234 is a new color in LDConfig.ldr using the properties of a slope brick's rough surface using the fallowing:

0 !COLOUR_FINISH 1234
4 16 ..............
0 !COLOUR_FINISH 16

When the part is used with color 4 it will render everything like normal but the one line will be rendered using the RGB of color 4 but the finish of color 1234 giving you two current colors without having to make numerous static color part variants.

do note the the existing texture meta also in essence supplies you with a second current 'color'.

Alternatively we could also use this meta to define the shininess without referring to the normal colors but I'm not sure if that better/easier or not.

It could also be used with bumps but I'm not sure where the needed texture coordinates should come from in such a case, maybe some one more experienced with graphics could shine a light on that.

Hope this rambling is somewhat understandable.
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Messages In This Thread
Slope Meta Command - by Orion Pobursky - 2015-10-21, 1:59
Re: Slope Meta Command - by Travis Cobbs - 2015-10-21, 4:37
Re: Slope Meta Command - by Gerald Lasser - 2015-10-21, 11:59
Re: Slope Meta Command - by Roland Melkert - 2015-10-21, 16:49
Re: Slope Meta Command - by Travis Cobbs - 2015-10-22, 4:21
Re: Slope Meta Command - by Orion Pobursky - 2015-10-22, 4:48
Re: Slope Meta Command - by Gerald Lasser - 2015-10-22, 7:08
Re: Slope Meta Command - by Roland Melkert - 2015-10-22, 16:30
Re: Slope Meta Command - by Michael Horvath - 2015-10-26, 0:03
Re: Slope Meta Command - by Orion Pobursky - 2015-10-26, 4:20
Re: Slope Meta Command - by Roland Melkert - 2015-10-26, 19:10
Re: Slope Meta Command - by Ben Supnik - 2015-11-18, 1:58
Re: Slope Meta Command - by Roland Melkert - 2015-11-18, 20:45
Re: Slope Meta Command - by Orion Pobursky - 2015-11-19, 2:39
Re: Slope Meta Command - by Roland Melkert - 2015-11-19, 18:10
Re: Slope Meta Command - by Ben Supnik - 2015-11-20, 1:15
Re: Slope Meta Command - by Roland Melkert - 2015-11-20, 18:48
Re: Slope Meta Command - by Ben Supnik - 2015-11-25, 15:57
Re: Slope Meta Command - by Magnus Forsberg - 2015-11-19, 17:34
Re: Slope Meta Command - by Roland Melkert - 2015-11-19, 18:18

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