Could you use an array of fixed texture coordinates alternating
between two corners of a two color texture, and then just rewrite the
texture when you want the colors to change? Do the colors need to
change intra-frame or between frames ? Or you could have pre-made
textures with the colors you want in the right corners, and just
change texture binding to make the effective color change.
The alternating colors are static; it's just one color which alternates
RGBA, RGB0. I'm currently using a color array to render the gradient
curve-surface tri-strip (see the screenshots from the MacFOH website).
The single-line curves use a 1D alpha texture for antialiasing, which
is the same situation; alternating tex coords which are all a/b
duplicates. This is what makes me want to use a vertex program if I
can gain performance and/or free up some memory bandwidth, especially
for Rage Pro users (BTW, are VP's native on that hardware?). My
original implementation of the color array used 4ub, and suffered from
an expensive conversion at each flush (no ATI_rev used), so I switched
to 4f and lost that extra overhead at the expense of more memory. It
just seems like there should be a better way to do this...
--
Shaun Wexler
MacFOH http://www.macfoh.com
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