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revision 1.147 by benja, Thu Sep 26 14:26:10 2002 UTC revision 1.148 by tjl, Thu Sep 26 18:39:24 2002 UTC
# Line 35  Symbols: Line 35  Symbols:
35          - fix utf8 string non-null end bug found by Benja          - fix utf8 string non-null end bug found by Benja
36          - move mstmpimg/ to ..          - move mstmpimg/ to ..
37      jvk:      jvk:
38            - javadoc Paper.hxx: how to use Vertex Program interface.
39          - fix irregularquad to work with new coordsys stuff          - fix irregularquad to work with new coordsys stuff
40      tjl:      tjl:
41          - make distorted and rotated coordinate systems work from Java          - make distorted and rotated coordinate systems work from Java
42              - demo using hierarchical rotations              - make paperquad use nonlinearity
43          - make paperquad use nonlinearity          - fix coordsys to take an iterator, which does the lerping,
44          + fix coordsys to take an iterator, which does the lerping,            so we can store parameters more naturally and also create
           so we can store parameters more naturally and also create  
45            coordsys independently of the CoordSet stuff.            coordsys independently of the CoordSet stuff.
46              - move coordsys into their own header file, or at least              - move coordsys into their own header file, or at least
47                coords header file...                coords header file...
48                - this is needed also by making the inversions
49          - distorted multi-page PDF view with xu links          - distorted multi-page PDF view with xu links
50              - abstract distortion out into libfisheye, for buoy edges etc.              - abstract distortion out into libfisheye, for buoy edges etc.
51                  - use templates to make sure that we get performance                  - use templates to make sure that we get performance
# Line 391  tjl: Line 392  tjl:
392        so the effect is like moving the mouse in Quake. (note: all        so the effect is like moving the mouse in Quake. (note: all
393        gzz'ers should try Quake3 with the highest quality settings        gzz'ers should try Quake3 with the highest quality settings
394        at 1600x1200 on a high-end graphics card)        at 1600x1200 on a high-end graphics card)
395        - think about texture shading for font rendering
396            - the point is that if you zoom into a mipmapped 1-texel
397              wide line, you get a blurred wedge with bi/trilinear
398              filtering. For a font, that's not what you want.
399              Should we just abandon filtering?
400  jvk:  jvk:
401      - paper:      - paper:
         - reaction diffusion textures  
402          - 3D textures          - 3D textures
403          - new parametrization of texgen          - new parametrization of texgen
404          - moving light          - moving light

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