76 |
results in less changes to the architecture. There will be |
results in less changes to the architecture. There will be |
77 |
``clipRect()`` and ``unclip()`` methods with the same signature |
``clipRect()`` and ``unclip()`` methods with the same signature |
78 |
in ``VobCoorder``. |
in ``VobCoorder``. |
79 |
|
|
80 |
|
- VobCoorder doesn't know which VobScene it is in, or which VobMap |
81 |
|
it's using. This makes it impossible to implement this functionality |
82 |
|
for OpenGL changing only GLVobCoorder, since the OpenGL state is altered |
83 |
|
by placing a new Vob in the VobMap. |
84 |
|
|
85 |
|
- How deep a stack is allowed / required? This makes a lot of difference |
86 |
|
for the OpenGL implementation which has native stacks of fixed depth. |
87 |
|
|
88 |
|
- Should clipping with this method work with nonlinear coordinate systems? |
89 |
|
This is a very fundamental issue for OpenGL, since if the answer is no, |
90 |
|
we can use clip planes and get rid of much unwanted geometry, getting |
91 |
|
better performance; otherwise, we need to use stencil and draw everything. |