Path: utzoo!attcan!uunet!zaphod.mps.ohio-state.edu!uwm.edu!ux1.cso.uiuc.edu!news From: kahn@uxh.cso.uiuc.edu (Scott Kahn) Newsgroups: comp.sys.sgi Subject: VGX graphics and depthcueing Message-ID: <1990Oct22.015204.24603@ux1.cso.uiuc.edu> Date: 22 Oct 90 01:52:04 GMT Sender: news@ux1.cso.uiuc.edu (News) Organization: University of Illinois at Urbana Lines: 28 I have found that generally speaking, the high-performance drawing routines and depthcueing are not compatible on the VGX. That is, on a GTX or PI one can intermix "v3f" and "lRGBcolor" freely, however this does not work on the VGX. Apparently (according to the 3.3 man page) one should not be doing this at all, and that it functions on GTX and PI graphics is an "undocumented feature". Here's the question: If one desires to recolor each vertex of a tmesh, poly-line or poly-point using depthcueing, can this be done on the VGX short or digressing to simple triangles, two-point lines, and single points?? While the alternative of using lighted lines has been tried, sometimes depthcueing is preferred. VGX observation two. It would seem that drawing tmeshes with arbitrarily colored vertices (using two infinite light sources and three "lmcolor" calls to alter vertex color characteristics) is actually FASTER on the GTX rather than the VGX. Is this a generalization or can something (no quad-mesh suggestions please!) be tuned on the VGX to enhance its performance. I will post whatever words of wisdom I receive... Thanks, Scott Kahn Department of Chemistry University of Illinois at Urbana-Champaign