From 37b6643df2df7d784a31ca73f7bb90dc109c2401 Mon Sep 17 00:00:00 2001 From: Hans-Christoph Steiner Date: Thu, 15 Dec 2005 07:26:47 +0000 Subject: removing PDP source (except debian files) before import of PDP 0.12.4 svn path=/trunk/externals/pdp/; revision=4217 --- opengl/TODO | 121 ------------------------------------------------------------ 1 file changed, 121 deletions(-) delete mode 100644 opengl/TODO (limited to 'opengl/TODO') diff --git a/opengl/TODO b/opengl/TODO deleted file mode 100644 index dc61332..0000000 --- a/opengl/TODO +++ /dev/null @@ -1,121 +0,0 @@ -bugs: WARNING: there are still fatal bugs lurking around. - -* segfault when combining 3dp_windowcontext and pdp_xv. probably a mistake -in the teture<->image conversion or window event handling. -* 3dp is not robust against running out of video card resources. if you -manage to crash it please consider sending a bug report. -* 3dp_dlist triggered a segfault in pdp_mutex(un?)lock. can't reproduce. -this also happens on some other occasions where a post() statement is involved: -crash in pdp_mutex_lock, called by putc(). -* pd hangs on save? what happens during save?? -> 0.35 prob? 0.36 seems to work fine. - - -todo: - -* fix flow control for texture conversion -* fix display event routing for multiple windows -* finish mesh object - - -general: - -* prevent display list recursion: add some state data to the context packet to solve this. - -redesign: -* unify pbuf & window contexts (postponed pbufs because of subcontexts) -* cube mapping -* bubble object (model + wave equation) -* finish 3dp light - -performance: -* why is texture upload so slow? and is there a way to work around it? -* (why) is context switching slow? and how to introduce the render context differently. (direct to window?) - - - -DESIGN NOTES - -3dp is basicly my idea of gem on top of pdp. it is a simple layer around opengl. -3dp_* render and transform objects accept a reference to a rendering context and pass this along. - -3dp_* objects DO NOT SUPPORT FANOUT. they do support fanin. multiple contexts can be sent to an object, which -will result in drawing in (or other manipulations of) the respective contexts. - -texture packets can be used to pass bitmap data around. 3dp_tdraw accepts a texture on its -second inlet. 3dp_snap dumps the current state of the buffer into a texture packet. - -object classes: - --drawing objects - -[3dp_draw cube] [3dp_draw sphere] .. - --manipulation objects - -[3dp_view rot2d] - --opengl stack objects - -[3dp_push color view texture] - -3dp vs pdp design: - -a context packet is an accumulation packet, and the order of operations on it (serial) is important. it has -elements from a readonly packet (only one instance is passed around) and from a rw packet (it is legal to change it's -state and pass it on). - -opengl in dataflow formulation seems to be read bottom to top. i first thought -this was a big drawback of gem, but now that i finally understand how opengl works i think it is -ok. it suddenly dawned on me, usually the number of eyes is much smaller than the number of objects -in a scene, so it is much more straghtforward to start at the eye instead of the objects. since a -simple serial stack mechanism can be used. - -so opengl is really serial, while pd "looks" parallel, but is serial too. i still think this -is a good thing, since it keeps things simple, but for some reason the "upside down & serial" -thing about opengl in pd is rather strange.. - -once you get used to it, and think about rendering a set as a tree rooted at the "context source" -like is done in gem,it seems to work out.. - -i think i'm going to stick to the depth first backtracking a tree serial rendering -way of looking at it. since i don't see a way of making this more intuitive without complicating -it too much. so no legal fanout of a context packet. - ------------------- - -accumulation packets (buckets) & backtracking - -buckets add support for "context based" single threaded programs. it -basicly allows you to construct data processors represented as a control -flow tree. i.e. function calls can be represented by branches in a tree, -with each branch rooted at an object's outlet, executed from right to -left. a "context packet" (or accumulation packet or bucket) is passed -along and acted upon. - -* fanout is illegal for bucket processors (at least, if they are non -cummutative, as is usually the case). this is not explicitly prohibited, -since it is hard to check in pd and it allows some hacks. the reason for -this is obvious: if you do not know which branch of a tree is executed -first, results are undefined. - -* a new communication protocol needs to be introduced, incompatible -with the existing 3 phase protocol: - -(1) register_ro -(2) register_rw -(3) process - -the new dpd (bucket / accumulation packet) protocol is 2 phase: -(1) inspect -(2) accumulate - -(1) is only present to give priority to bucket inspectors over -accumulators (processors) - -an accumulation packet will be owned by its creator all the time. -accumulation processors do not increase the reference count. only ro -inspectors will. - -note: it is legal for a packet to have a broken register_rw (missing -copy constructor, i.e. if a copy is too expensive or impossible. this -must be set in the pdp packet header flags by the packet constructor) -- cgit v1.2.1