glob3mobile / g3m

The multiplatform advanced visualization framework
http://www.glob3mobile.com/
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Lod plugable #155

Closed amazingsmash closed 8 years ago

amazingsmash commented 8 years ago

LoD Criteria and tile visibility criteria splitted across a chain of responsability

DiegoGomezDeck commented 8 years ago

Comment 1: "LOD" has to be spelled with an uppercase "O".

amazingsmash commented 8 years ago

Changes made to generalize TileLODTester @DiegoGomezDeck. Besides, it includes some changes on the face culling feature.

DiegoGomezDeck commented 8 years ago

Please split this PR into 2:

May be @Matyooo can help you in this? #157

DiegoGomezDeck commented 8 years ago

cullFace changes/fixes:

I noted some changes in NonOverlapingMarks related to texture mapping. It's caused by the changes in the cullFace default? In this case: what about Marks, HUDWidgets, 3D Models, etc?

DiegoGomezDeck commented 8 years ago

LOD stuff I want to split this "combined" PR because I expect that the LOD changes will not be immediately merged into purgatory as we have to test them on several different devices/environments.

DiegoGomezDeck commented 8 years ago

Hi @Matyooo

Can you help @amazingsmash to split this PR? Otherwise, the fixes you're waiting for are going to take more time than needed to get merged into purgatory.

Matyooo commented 8 years ago

Hi @DiegoGomezDeck and @amazingsmash!

I am very much concerned about this PR's change of cullFace behavior!

Although this change would correct a theoretical mistake (front-back misunderstanding), it does not have any real advantage to the users but it WILL force ALL g3m users to reverse almost ALL of their triangles' vertex order. This would be a major setback for us and the gain would be literally zero. My proposal would be that you should fix the GLGlobalState constructor and the rest of the face culling related stuff should not happen. Leave it as is.

What do you think?

DiegoGomezDeck commented 8 years ago

Replaced by #172