Thanks Kevin!
That's disappointing (if also understandable) to hear that user-supplied
shaders may never happen, but yeah that's a separate discussion.
*> I would need to be convinced that multiple applications would benefit
from such a feature*
Regarding other applications, I wrote about this in
As Michael mentioned, it is helpful to discus how this might fit in with
other possible future improvements. Given the points you raised, I think
we can now decouple the discussion of whether and how to add vertex
colors to 3D TriangleMesh from the more general discussion of
user-defined geomet
Hoping for further feedback from Michael and others on this feature
proposal, as I'm hoping to work on a draft PR soon.
Thanks!
On Fri, Aug 23, 2024 at 2:03 PM Knee Snap wrote:
> Thanks for the clarification on how the design would work.
>
> However, this design is separate/unrelated to the goa
Thanks for the clarification on how the design would work.
However, this design is separate/unrelated to the goal of this feature
proposal.
Instead of extending TriangleMesh, you imagine a new separate mesh which
can eventually be used to support user-supplied shaders.
I do hope to propose such a
I've created a rough prototype to illustrate what I mean:
https://github.com/mstr2/jfx/tree/experiments/vertexmesh
This is how you would use VertexMesh in an application:
var mesh = new VertexMesh<>(Vertex.PositionTexCoord.class);
mesh.getVertices().addAll(
new Vertex.PositionTex
Gottcha,
That helps give the context I need to better elaborate. And to be clear I'm
not suggesting you've done anything wrong, I realized maybe I had implied
that I was upset, so I just wanted to say explicitly that is not the case.
Anywho, regarding CustomMesh it would be impossible to inherit
I understand that you propose to add a special-purpose mesh
(GouraudShadedTriangleMesh) instead of adding yet another buffer to
the existing TriangleMesh. That might be a valid idea if the goal is
to not overload the TriangleMesh class with special-purpose stuff.
However, I still feel that the sol
Sorry want to reword the first paragraph since it didn't make sense.
I don't feel like my email was understood, because I explained how a
solution like the one you've just suggested is one we should eventually
add, but that regardless of that eventual feature, my current suggestion is
still a wort
Was hoping to get feedback on my suggestion instead, but another suggestion
doesn't work.
The idea of a CustomMesh is impossible to implement until after we
have fully user-supplied shader support, which I've already addressed as
being not the scope of this change (but instead it is a separate fut
> Any solution which was good enough for normals is also good enough for vertex
> colors right?
Not necessarily. Designing APIs is hard, and one should try to start
from a point of asking "how would the API look like if we had
considered all of the things we know now from the beginning".
An idea
Hi all, just sending an update on the proposal since I'm hoping to start
work on a draft PR for this, but I'd like feedback on the proposed API
(with & without the changes mentioned in the previous email).
Thanks!
On Tue, Aug 20, 2024 at 11:49 PM Knee Snap wrote:
> Hi Michael,
>
> Thanks for th
Hi Michael,
Thanks for the response!
*> Have you thought about ways how we could allow deverlopers to define
custom formats? Maybe that would also require a new kind of Mesh that can
accept custom data.*
Yep, and while I'd very much like this eventually, this cannot occur before
user-supplied sha
Vertex colors usually refers to a technique where the vertex format is
enriched with an additional color component, and this color component is
then used in one of the shader stages to affect the computation in some way
(usually by combining it with the texture color).
As you correctly say, this t
e research should be done to
>> find out why. We will need to make sure performance isn't going to drop for
>> cases where this feature isn't used. Seeing as this is only vertex shader
>> data, which tends to be cheap and the number of registers available for it
>> l
t; OpenGL. Metal is still in the works, so I'm not sure about that one.
>
> It will need the approval of Kevin or Johan.
>
> - Nir
>
> On Tue, Aug 20, 2024 at 9:08 AM Knee Snap wrote:
>
>> This is my first time attempting to submit a feature request so bear with
&g
2024 at 9:08 AM Knee Snap wrote:
> This is my first time attempting to submit a feature request so bear with
> me if I mess up the instructions, I'll do my best to rectify any issues if
> they occur and are pointed out.
>
> *Feature Proposal:* Vertex Colors on TriangleMesh
>
This is my first time attempting to submit a feature request so bear with
me if I mess up the instructions, I'll do my best to rectify any issues if
they occur and are pointed out.
*Feature Proposal:* Vertex Colors on TriangleMesh
Add a new ObservableIntegerArray to TriangleMesh which con
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