Re: Polygon tessellation
- From: "Wessam Bahnassi" <wbahnassi@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx>
- Date: Thu, 3 Aug 2006 08:46:04 -0700
I'd say you just stick with the gluTesselator with your D3D application. I
don't see a problem with "mixing" APIs. You're not running OGL, you're just
using an auxiliary functionality that doesn't even require an OGL context.
--
Wessam Bahnassi
Microsoft DirectX MVP,
Programmer
Electronic Arts
--
In|Structurez Arabic Gamedev Community
www.instructurez.com
"Tim Anderson" <tranders@xxxxxxxxxxx> wrote in message
news:ORs%231JvtGHA.4928@xxxxxxxxxxxxxxxxxxxxxxx
"xbunny" <xbunny@xxxxxxxxxxxxxx> wrote in message
news:xvjAg.50481$9d4.45333@xxxxxxxxxxxxxxxxxxxxxxxxxxxx
Tim Anderson wrote:
If there a similar C++ (unmanaged) functionality to gluTessBeginPolygon
/ gluTessBeginContour in DX9? I have used this for special purpose
facetting of closed (possibly winding), flat polygons (e.g., TrueType
fonts) and would like to convert this functionality to D3D. I could
potentially continue to use glu32 functions for this purpose but it
would seem to make sense to not have to mix D3D and OpenGL if I don't
have to. I don't want bitmaps since they are specifically not
geometrically "useful" and the function needs to be more generic than
just handling glyphs.
-- Tim
you could look at the source code for the mesa glu to learn how to write
your own version.
I could, but then I have to write it, debug it, and support it and the
cost of ownership just went beyond what I'm willing to pay. I could even
deliver Mesa but GLU exists today and is stable today and is available
today on all the platforms of interest. I would simply like to avoid
mixing APIs in my application modules. If Direct3D is supposedly a
replacement for professional graphics applications, one would think that
it (or its utility functions) would provide the same set of tools
available for the API it is supposed to replace.
.
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