Received: from fou-local (fou.Stanford.EDU) by karazm.math.UH.EDU with SMTP id AA06189 (5.65c/IDA-1.4.4 for ); Sun, 20 Oct 1991 13:31:17 -0500 Received: from [127.0.0.1] by fou-local (4.1/inc-1.0) id AA01566; Sun, 20 Oct 91 11:27:41 PDT Message-Id: <9110201827.AA01566@fou-local> To: glove-list@karazm.math.uh.edu Subject: Re: trying something on for _size_ In-Reply-To: Your message of "Sun, 20 Oct 91 01:43:00 EDT." <9110200543.AA02928@watserv1.uwaterloo.ca> Date: Sun, 20 Oct 91 11:27:27 -0700 From: James Helman 1) Since Andy Van Dam was associated with Stellar and PHIGS/PHIGS+ (competitors to SGI & GL), I don't think that Foley+Van Dam+Feiner+Hughes has an IRIS bias. A high-end bias, perhaps. 2) Your proposed clipping is a first step, but if you want to maintain anything resembling a constant frame rate in a complex world, consider using multiple resolution models and switching between them depending on their apparent size and scene complexity. 3) Texture mapping is the only way to make scenes with few polys look halfway decent. See Sense8's software running on ActionMedia cards in a PC or on a vanilla SPARCStation GX. Gullichsen has done a good job, mostly in software. Even the IRIS Indigo does texture mapping in software. The poly count / texture tradeoff is worth considering. -jim Jim Helman Lab: (415) 723-9127 Stanford University FAX: (415) 591-8165 (jim@KAOS.stanford.edu) Home: (415) 593-1233 "The power of the computer is locked behind a door with no knob." -B. Laurel