CompuServe Thread

#sxp variables

5 messages in this thread
#190539From: Larry MintonSep 12, 1995 9:09 PM
Could you provide me with a little description of variable SXPDPX? "Surface delta x" is a bit vague <g>. LAM
#190760From: Martin Doudoroff/KUBSep 13, 1995 9:32 PM
>> Could you provide me with a little description of variable SXPDPX? "Surface delta x" is a bit vague <g>. << Weeeeeelll, you're asking a lot here, you know? Actually — as I'm sure you'll be perturbed to hear — we don't entirely understand, ourselves. Here's what the IPAS Toolkit says about them: "The variation of position used for anti-aliasing. These values represent the width, height, and depth of the 3D bounding box of the region that the current rendering pixel represents. The bounding box is centered at the point specified by the parameter[s SXPX, SXPY, SXPZ]." p.38 Anti-aliasing in the context of a scanline renderer is essentially a question of SUB-PIXEL rendering. You need to end up with a single value for the pixel, but for the pattern to be smooth across the surface (hence, not pixelated), you must account for any potential shading variation across the area the pixel represents: an average. The values presented in these variables should give you a range of 3D values which your SXP script must calculate in order to arrive at this average. For a coded example, see Tom Hudson's STRIPE.S3D. It's kinda scary, but I've heard that if you knead your cerebrum slowly and evenly over long stretches of time, many things can be comprehended. Martin
#190768From: Jonas Ruikis [ADESK]Sep 13, 1995 11:22 PM
<<. It's kinda scary, but I've heard that if you knead your cerebrum slowly and evenly over long stretches of time, many things can be comprehended..>> <g>
#191058From: Larry MintonSep 15, 1995 9:12 PM
OK. Thought that would be the general idea. Have to dig into the code. Under the category of questions I already know the answer too, but hope I'm wrong: Is there any way to tell in a sxp script what mapping slot the sxp is in? Particularly interested in having an sxp script which sits on both the texture and opacity slots. Same routine would be called for both, but the output would be different. Thanx, LAM
#191113From: Martin Doudoroff/KUBSep 16, 1995 9:04 AM
>> Under the category of questions I already know the answer too, but hope I'm wrong: Is there any way to tell in a sxp script what mapping slot the sxp is in? << None that I know of. Once upon a time, the SXP had a separate client function for opacity, but that went away somewhere between R2 and R3. Ignorance is definitely the curse of the SXP. I guess this is where you write two separate scripts. Martin