Also, I'd also like to see some response to Ivan's last message on the thread "Adding lighting to FieldTrip". I appreciate Ivan's focus on GPU execution, which I hope will soon replace CPU execution in the implementation of FieldTrip. I expect we'll get a quite dramatic boost in performance as well as having more flexibility.
- Conal
Thanks, David! I'm glad for lights in FieldTrip. The code looks mostly good to me. A few comments:
* renderLightsIO's 'h' definition could use some prettying up: I'd prefer a unary style (e.g. 'h Empty = return') and using Kleisli composition ((>=>)) for the Union case.
* You've mostly aligned "=", ",", "::", and "$=", which I appreciate, as removing surface irregularities helps me see and fix deeper irregularities. You missed some, in renderLightsIO, pltToGL ("i"), LightType, and a few others. If you look carefully at the .patch, you'll find them all.
* I see lights getting enabled. How do they get disabled?
Would you mind addressing these issues and resending?
Happy new year,
- ConalOn Tue, Jan 6, 2009 at 2:28 PM, David Sankel <camior@gmail.com> wrote:
_______________________________________________Hello Folks,
I've attached patch that will allow FieldTrip full access to omni,
spot, and directional lights with varying parameters. It works much
the same way as geometry does. See examples.hs for neat examples (the
LegacyAdapterAnim.hs file is required for the examples and is
different from the one I posted earlier).
I'll be updating the ticket
(http://trac.haskell.org/FieldTrip/ticket/16) shortly.
David
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