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root/radiance/ray/src/hd/sm_ogl.c
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Comparing ray/src/hd/sm_ogl.c (file contents):
Revision 3.13 by gwlarson, Sun Jan 10 10:27:48 1999 UTC vs.
Revision 3.15 by gwlarson, Thu Jun 10 15:22:23 1999 UTC

# Line 6 | Line 6 | static char SCCSid[] = "$SunId$ SGI";
6  
7   /*
8   * sm_ogl.c
9 + *
10 + *  Rendering routines for triangle mesh representation utilizing OpenGL
11   */
12   #include "standard.h"
13  
14   #include <GL/gl.h>
15  
14 #ifdef TEST_DRIVER
15 #include <gl/device.h>
16 #include <GL/glu.h>
17 #include <glut.h>
18 #endif
16   #include "sm_flag.h"
17   #include "sm_list.h"
18   #include "sm_geom.h"
22 #include "sm_qtree.h"
23 #include "sm_stree.h"
19   #include "sm.h"
20  
21 < #ifdef TEST_DRIVER
22 < #include "sm_draw.h"
23 < /*static char smClean_notify = TRUE;
24 < MAKE STATIC LATER: ui.c using for now;
25 < */
26 < char smClean_notify = TRUE;
27 < #else
28 < static int smClean_notify = TRUE;
29 < #endif
21 > int smClean_notify = TRUE;    /*If true:Do full redraw on next update*/
22 > static int smCompute_mapping = TRUE;/*If true:re-tonemap on next update */
23 > static int smIncremental = FALSE;    /*If true: there has been incremental
24 >                                       rendering since last full draw */
25 > #define MAX_NEW_TRIS 1000
26 > #define SM_RENDER_FG 0               /* Render foreground tris only*/
27 > #define SM_RENDER_BG 1               /* Render background tris only */
28 > #define SM_RENDER_CULL 8             /* Perform view frustum culling */
29 > #define BASE 1                       /* Indicates base triangle */
30 > #define DIR 2                        /* Indicates triangle w/directional pts*/
31 > /* FOR DISPLAY LIST RENDERING: **********************************************/
32 > #define  SM_DL_LEVELS 2 /* # of levels down to create display lists */
33 > #define SM_DL_LISTS   42  /* # of qtree nodes in tree at above level:
34 >                           should be 2*(4^(SM_DL_LEVELS+1)-1)/(4-1) */
35 > static GLuint Display_lists[SM_DL_LISTS][2] = {0};
36 > /****************************************************************************/
37  
38 + /* FOR APPROXIMATION RENDERING **********************************************/
39   typedef struct {
40          float   dist;           /* average distance */
41          BYTE    rgb[3];         /* average color */
# Line 45 | Line 48 | typedef struct {
48  
49   static QT_LUENT *qt_htbl = NULL;        /* quadtree cache */
50   static int      qt_hsiz = 0;            /* quadtree cache size */
51 + /****************************************************************************/
52  
53 <
53 > /* For DEPTH SORTING ********************************************************/
54   typedef struct _T_DEPTH {
55    int tri;
56    double depth;
57   }T_DEPTH;
58 + /**********************************************************************/
59  
60   /*
61    * smClean(tmflag)     : display has been wiped clean
# Line 64 | Line 69 | smClean(tmflag)
69   {
70      smClean_notify = TRUE;
71      if(tmflag)
72 <       SM_TONE_MAP(smMesh) = 0;
72 >       smCompute_mapping = TRUE;
73   }
74  
75   int
# Line 152 | Line 157 | register QUADTREE qt;
157        lcnt[0]++;
158   }
159  
155
160   QTRAVG *
161   qtRender_level(qt,v0,v1,v2,sm,lvl)
162   QUADTREE qt;
# Line 202 | Line 206 | int lvl;
206      else
207      {                                   /* from triangle set */
208        OBJECT *os;
209 <      int s0, s1, s2;
210 <      
209 >      int s0, s1, s2,s_id,t_id;
210 >      TRI *tri,*t;
211 >
212        os = qtqueryset(qt);
213        for (i = os[0]; i; i--)
214        {
215 <        if(SM_IS_NTH_T_BASE(sm,os[i]))
216 <           continue;
217 <        tri = SM_NTH_TRI(sm,os[i]);
218 <        if(!T_IS_VALID(tri))
219 <          continue;
220 <        n++;
221 <        s0 = T_NTH_V(tri,0);
222 <        s1 = T_NTH_V(tri,1);
223 <        s2 = T_NTH_V(tri,2);
224 <        VCOPY(a,SM_NTH_WV(sm,s0));
225 <        VCOPY(b,SM_NTH_WV(sm,s1));
226 <        VCOPY(c,SM_NTH_WV(sm,s2));            
227 <        distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
215 >        s_id = os[i];
216 >        t_id = SM_NTH_VERT(smMesh,s_id);
217 >        tri = t = SM_NTH_TRI(smMesh,t_id);
218 >        do
219 >        {
220 >          if(!SM_IS_NTH_T_BASE(sm,t_id))
221 >          {
222 >            n++;
223 >            s0 = T_NTH_V(t,0);
224 >            s1 = T_NTH_V(t,1);
225 >            s2 = T_NTH_V(t,2);
226 >            VCOPY(a,SM_NTH_WV(sm,s0));
227 >            VCOPY(b,SM_NTH_WV(sm,s1));
228 >            VCOPY(c,SM_NTH_WV(sm,s2));        
229 >            distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
230                                  : sqrt(dist2(a,SM_VIEW_CENTER(sm)));
231 <        distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
232 <                                : sqrt(dist2(b,SM_VIEW_CENTER(sm)));
233 <        distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax
231 >            distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
232 >                                : sqrt(dist2(b,SM_VIEW_CENTER(sm)));
233 >            distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax
234                                  : sqrt(dist2(c,SM_VIEW_CENTER(sm)));
235 <        rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0]
236 <                  + SM_NTH_RGB(sm,s2)[0];
237 <        rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1]
238 <                  + SM_NTH_RGB(sm,s2)[1];
239 <        rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
240 <                  + SM_NTH_RGB(sm,s2)[2];
235 >            rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0]
236 >              + SM_NTH_RGB(sm,s2)[0];
237 >            rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1]
238 >              + SM_NTH_RGB(sm,s2)[1];
239 >            rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
240 >              + SM_NTH_RGB(sm,s2)[2];
241 >          }
242 >
243 >          t_id = smTri_next_ccw_nbr(smMesh,t,s_id);
244 >          t = SM_NTH_TRI(smMesh,t_id);
245 >
246 >        }while(t != tri);
247        }
248        n *= 3;
249      }
# Line 259 | Line 272 | int lvl;
272   }
273  
274  
275 < smRender_stree_level(sm,lvl)
275 >
276 >
277 > smRender_approx_stree_level(sm,lvl)
278   SM *sm;
279   int lvl;
280   {
# Line 285 | Line 300 | int lvl;
300    glPopAttrib();
301   }
302  
303 <
304 < smRender_stree(sm, qual)        /* render some quadtree triangles */
303 > /*
304 > * smRender_approx(sm,qual,view)
305 > * SM *sm;                : mesh
306 > * int qual;              : quality level
307 > * VIEW *view;            : current view
308 > *
309 > *  Renders an approximation to the current mesh based on the quadtree
310 > *  subdivision. The quadtree is traversed to a level (based upon the quality:
311 > *  the lower the quality, the fewer levels visited, and the coarser, and
312 > *  faster, the approximation). The quadtree triangles are drawn relative to
313 > *  the current viewpoint, with a depth and color averaged from all of the
314 > *  triangles that lie beneath the node.
315 > */
316 > smRender_approx(sm, qual,view)  
317   SM *sm;
318   int qual;
319 + VIEW *view;
320   {
321    int i, n,ntarget;
322    int lvlcnt[QT_MAX_LEVELS];
323    STREE *st;
324    int4 *active_flag;
325 +
326    if (qual <= 0)
327      return;
328 +  smCull(sm,view,SM_ALL_LEVELS);
329                                  /* compute rendering target */
330    ntarget = 0;
331  
# Line 320 | Line 350 | int qual;
350      if (ntarget < lvlcnt[i+1])
351        break;
352                                  /* compute and render target level */
353 <  smRender_stree_level(sm,i);
353 >  smRender_approx_stree_level(sm,i);
354   }
355  
356 + #ifndef LORES
357 + #define GLVERTEX3V(v) glVertex3dv(v)
358 + #else
359 + #define GLVERTEX3V(v) glVertex3fv(v)
360 + #endif
361  
327
362   #define render_tri(v0,v1,v2,rgb0,rgb1,rgb2) \
363 <  {glColor3ub(rgb0[0],rgb0[1],rgb0[2]);  glVertex3fv(v0); \
364 <  glColor3ub(rgb1[0],rgb1[1],rgb1[2]);  glVertex3fv(v1); \
365 <  glColor3ub(rgb2[0],rgb2[1],rgb2[2]);  glVertex3fv(v2);} \
363 >  {glColor3ub(rgb0[0],rgb0[1],rgb0[2]); GLVERTEX3V(v0); \
364 >  glColor3ub(rgb1[0],rgb1[1],rgb1[2]);  GLVERTEX3V(v1); \
365 >  glColor3ub(rgb2[0],rgb2[1],rgb2[2]);  GLVERTEX3V(v2);}
366  
367 < render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,bg0,bg1,bg2,vp,vc)
368 < float v0[3],v1[3],v2[3];
367 > /*
368 > * render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,b0,b1,b2)
369 > *  SFLOAT v0[3],v1[3],v2[3];      : triangle vertex coordinates
370 > *  BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs
371 > *  int b0,b1,b2;                 : background or base vertex flag
372 > *  
373 > *  For triangles with one or more base or directional vertices.
374 > *  render base vertex color as average of the background  and foreground
375 > *  vertex RGBs. The coordinates for a fg vertex are calculated by
376 > *  subtracting off the current view,normalizing, then scaling to fit
377 > * into the current frustum.
378 > */
379 > render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,bg0,bg1,bg2)
380 > SFLOAT v0[3],v1[3],v2[3];
381   BYTE rgb0[3],rgb1[3],rgb2[3];
336 int bg0,bg1,bg2;
382   FVECT vp,vc;
383 + int bg0,bg1,bg2;
384   {
385 <  double p[3],d;
386 <  int j,ids[3],cnt;
387 <  int rgb[3];
385 >  double d,p[3];
386 >  int j,cnt,rgb[3];
387 >  
388 >  /* Average color from bg vertices */
389 >  cnt = 0;
390 >  if(bg0 == BASE || bg1==BASE || bg2 == BASE)
391 >  {
392 >    rgb[0] = rgb[1] = rgb[2] = 0;
393 >    if(bg0 != BASE)
394 >      {
395 >        IADDV3(rgb,rgb0);
396 >        cnt++;
397 >      }
398 >    if(bg1 != BASE)
399 >      {
400 >        IADDV3(rgb,rgb1);
401 >        cnt++;
402 >      }
403 >    if(bg2 != BASE)
404 >      {
405 >        IADDV3(rgb,rgb2);
406 >        cnt++;
407 >      }
408 >    IDIVV3(rgb,cnt);
409 >  }
410 >  if(bg0 == BASE)
411 >    glColor3i(rgb[0],rgb[1],rgb[2]);
412 >  else
413 >    glColor3ub(rgb0[0],rgb0[1],rgb0[2]);
414  
415 <  /* NOTE:Triangles are defined clockwise:historical relative to spherical
416 <     tris: could change
417 <     */
418 <  if(bg0 && bg1 && bg2)
419 <    return;
415 >  if(!bg0)
416 >  {
417 >    VSUB(p,v0,vp);
418 >    normalize(p);
419 >    IADDV3(p,vc);
420 >    glVertex3dv(p);
421 >  }
422 >  else
423 >    GLVERTEX3V(v0);
424  
425 +  if(bg1 == BASE)
426 +    glColor3i(rgb[0],rgb[1],rgb[2]);
427 +  else
428 +    glColor3ub(rgb1[0],rgb1[1],rgb1[2]);
429 +
430 +  if(!bg1)
431 +  {
432 +    VSUB(p,v1,vp);
433 +    normalize(p);
434 +    IADDV3(p,vc);
435 +    glVertex3dv(p);
436 +  }
437 +  else
438 +    GLVERTEX3V(v1);
439 +
440 +  if(bg2 == BASE)
441 +    glColor3i(rgb[0],rgb[1],rgb[2]);
442 +  else
443 +    glColor3ub(rgb2[0],rgb2[1],rgb2[2]);
444 +
445 +  if(!bg2)
446 +  {
447 +    VSUB(p,v2,vp);
448 +    normalize(p);
449 +    IADDV3(p,vc);
450 +    glVertex3dv(p);
451 +  }
452 +  else
453 +    GLVERTEX3V(v2);
454 + }
455 +
456 + /*
457 + * smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
458 + * SM *sm;                         : mesh
459 + * FVECT vp;                       : current viewpoint
460 + * int4  *t_flag,*bg_flag;         : triangle flags: t_flag is generic,
461 + *                                   and bg_flag indicates if background tri;
462 + * SFLOAT (*wp)[3];BYTE  (*rgb)[3]; : arrays of sample points and RGB colors
463 + *
464 + * Sequentially traverses triangle list and renders all valid tris who
465 + * have t_flag set, and bg_flag set.
466 + */
467 +
468 + smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
469 + SM *sm;
470 + FVECT vp;
471 + int4 *t_flag,*bg_flag;
472 + SFLOAT (*wp)[3];
473 + BYTE  (*rgb)[3];
474 + {
475 +  double d;
476 +  int v0_id,v1_id,v2_id;
477 +  int i,n,bg0,bg1,bg2;
478 +  TRI *tri;
479 +
480 +  glMatrixMode(GL_MODELVIEW);
481 +
482 +  glPushMatrix();
483 +  glTranslated(vp[0],vp[1],vp[2]);
484 +  /* The points are a distance of 1 away from the origin: if necessary scale
485 +     so that they fit in frustum and are therefore not clipped away
486 +   */
487 +  if(dev_zmin >= 0.99)
488 +  {
489 +    d = (dev_zmin+dev_zmax)/2.0;
490 +    glScaled(d,d,d);
491 +  }
492 +  /* move relative to the new view */
493 +  /* move points to unit sphere at origin */
494 +  glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1],
495 +               -SM_VIEW_CENTER(sm)[2]);
496 +  glBegin(GL_TRIANGLES);
497 +  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
498 +    if(t_flag[n] & bg_flag[n])
499 +      for(i=0; i < 32; i++)
500 +        if(t_flag[n] & bg_flag[n] & (1L << i))
501 +         {
502 +           tri = SM_NTH_TRI(sm,(n<<5)+i);
503 +           v0_id = T_NTH_V(tri,0);
504 +           v1_id = T_NTH_V(tri,1);
505 +           v2_id = T_NTH_V(tri,2);
506 +           bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0;
507 +           bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0;
508 +           bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0;
509 +           if(bg0==DIR && bg1==DIR && bg2==DIR)
510 +             render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
511 +                rgb[v2_id])
512 +           else
513 +             render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
514 +              rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2);
515 +         }
516 +  glEnd();
517 +
518 +  glPopMatrix();
519 +
520 + }
521 + /*
522 + * smRender_new_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
523 + * SM *sm;                         : mesh
524 + * FVECT vp;                       : current viewpoint
525 + * int4  *t_flag,*bg_flag;         : triangle flags: t_flag is generic,
526 + *                                   and bg_flag indicates if background tri;
527 + * SFLOAT (*wp)[3];BYTE  (*rgb)[3]; : arrays of sample points and RGB colors
528 + *
529 + * Sequentially traverses triangle list and renders all valid tris who
530 + * have t_flag set, and bg_flag set.
531 + */
532 +
533 + smRender_new_bg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb)
534 + SM *sm;
535 + FVECT vp;
536 + int4 *new_flag,*active_flag,*bg_flag;
537 + SFLOAT (*wp)[3];
538 + BYTE  (*rgb)[3];
539 + {
540 +  double d;
541 +  int v0_id,v1_id,v2_id;
542 +  int i,n,bg0,bg1,bg2;
543 +  TRI *tri;
544 +
545 +  glMatrixMode(GL_MODELVIEW);
546 +
547 +  glPushMatrix();
548 +  glTranslated(vp[0],vp[1],vp[2]);
549 +  /* The points are a distance of 1 away from the origin: if necessary scale
550 +     so that they fit in frustum and are therefore not clipped away
551 +   */
552 +  if(dev_zmin >= 0.99)
553 +  {
554 +    d = (dev_zmin+dev_zmax)/2.0;
555 +    glScaled(d,d,d);
556 +  }
557 +  /* move relative to the new view */
558 +  /* move points to unit sphere at origin */
559 +  glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1],
560 +               -SM_VIEW_CENTER(sm)[2]);
561 +  glBegin(GL_TRIANGLES);
562 +  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
563 +    if(new_flag[n] & active_flag[n] & bg_flag[n])
564 +      for(i=0; i < 32; i++)
565 +        if(new_flag[n] & active_flag[n] & bg_flag[n] & (1L << i))
566 +         {
567 +           tri = SM_NTH_TRI(sm,(n<<5)+i);
568 +           v0_id = T_NTH_V(tri,0);
569 +           v1_id = T_NTH_V(tri,1);
570 +           v2_id = T_NTH_V(tri,2);
571 +           bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0;
572 +           bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0;
573 +           bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0;
574 +           if(bg0==DIR && bg1==DIR && bg2==DIR)
575 +             render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
576 +                rgb[v2_id])
577 +           else
578 +             render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
579 +              rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2);
580 +         }
581 +  glEnd();
582 +
583 +  glPopMatrix();
584 +
585 + }
586 +
587 + /*
588 + * render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2)
589 + *  SFLOAT v0[3],v1[3],v2[3];       : triangle vertex coordinates
590 + *  BYTE rgb0[3],rgb1[3],rgb2[3];  : vertex RGBs
591 + *  FVECT vp;                      : current viewpoint
592 + *  int b0,b1,b2;                  : vertex base flag
593 + *  
594 + *  render base vertex color as average of the non-base vertex RGBs. The
595 + *  base vertex coordinate is taken as the stored vector, scaled out by
596 + *  the average distance to the non-base vertices
597 + */
598 + render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2)
599 + SFLOAT v0[3],v1[3],v2[3];
600 + BYTE rgb0[3],rgb1[3],rgb2[3];
601 + FVECT vp;
602 + int b0,b1,b2;
603 + {
604 +  int cnt;
605 +  int rgb[3];
606 +  double d;
607 +  double p[3];
608 +
609    cnt = 0;
350  d = 0.0;
610    rgb[0] = rgb[1] = rgb[2] = 0;
611 +  d = 0.0;
612  
613 <  if(!bg0)
613 >  if(b0&&b1&&b2)
614 >    return;
615 >  /* First calculate color and coordinates
616 >     for base vertices based on world space vertices*/
617 >  if(!b0)
618    {
619 <    rgb[0] += rgb0[0];
620 <    rgb[1] += rgb0[1];
357 <    rgb[2] += rgb0[2];
619 >    IADDV3(rgb,rgb0);
620 >    d += DIST(v0,vp);
621      cnt++;
359    d += DIST(vp,v0);
622    }
623 <  if(!bg1)
623 >  if(!b1)
624    {
625 <    rgb[0] += rgb1[0];
626 <    rgb[1] += rgb1[1];
365 <    rgb[2] += rgb1[2];
625 >    IADDV3(rgb,rgb1);
626 >    d += DIST(v1,vp);
627      cnt++;
367    d += DIST(vp,v1);
628    }
629 <  if(!bg2)
629 >  if(!b2)
630    {
631 <    rgb[0] += rgb2[0];
632 <    rgb[1] += rgb2[1];
373 <    rgb[2] += rgb2[2];
631 >    IADDV3(rgb,rgb2);
632 >    d += DIST(v2,vp);
633      cnt++;
375    d += DIST(vp,v2);
634    }
635 <  if(cnt > 1)
635 >  IDIVV3(rgb,cnt);
636 >  d /= (double)cnt;
637 >  
638 >  /* Now render triangle */
639 >  if(b0)
640    {
379    rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
380    d /= (double)cnt;
381  }
382  if(bg0)
383  {
641      glColor3ub(rgb[0],rgb[1],rgb[2]);
642 <    VSUB(p,v0,vc);
643 <    p[0] *= d;
644 <    p[1] *= d;
645 <    p[2] *= d;
389 <    VADD(p,p,vc);
390 <    glVertex3dv(p);
642 >    SUBV3(p,v0,vp);
643 >    ISCALEV3(p,d);
644 >    IADDV3(p,vp);
645 >    glVertex3dv(p);    
646    }
647    else
648    {
649      glColor3ub(rgb0[0],rgb0[1],rgb0[2]);
650 <    glVertex3fv(v0);
651 <   }
652 <  if(bg1)
650 >    GLVERTEX3V(v0);
651 >  }
652 >  if(b1)
653    {
654      glColor3ub(rgb[0],rgb[1],rgb[2]);
655 <    VSUB(p,v1,vc);
656 <    p[0] *= d;
657 <    p[1] *= d;
403 <    p[2] *= d;
404 <    VADD(p,p,vc);
655 >    SUBV3(p,v1,vp);
656 >    ISCALEV3(p,d);
657 >    IADDV3(p,vp);
658      glVertex3dv(p);
659    }
660    else
661    {
662      glColor3ub(rgb1[0],rgb1[1],rgb1[2]);
663 <    glVertex3fv(v1);
664 <   }
665 <  if(bg2)
663 >    GLVERTEX3V(v1);
664 >  }
665 >  if(b2)
666    {
667      glColor3ub(rgb[0],rgb[1],rgb[2]);
668 <    VSUB(p,v2,vc);
669 <    p[0] *= d;
670 <    p[1] *= d;
418 <    p[2] *= d;
419 <    VADD(p,p,vc);
668 >    SUBV3(p,v2,vp);
669 >    ISCALEV3(p,d);
670 >    IADDV3(p,vp);
671      glVertex3dv(p);
672    }
673    else
674    {
675      glColor3ub(rgb2[0],rgb2[1],rgb2[2]);
676 <    glVertex3fv(v2);
426 <   }
427 <
428 < }
429 <
430 < render_bg_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,d)
431 < float v0[3],v1[3],v2[3];
432 < BYTE rgb0[3],rgb1[3],rgb2[3];
433 < FVECT vp,vc;
434 < double d;
435 < {
436 <  double p[3];
437 <  
438 <  glColor3ub(rgb0[0],rgb0[1],rgb0[2]);
439 <  VSUB(p,v0,vc);
440 <  if(dev_zmin >= 0.99)
441 <  {
442 <    p[0] *= d;
443 <    p[1] *= d;
444 <    p[2] *= d;
676 >    GLVERTEX3V(v2);
677    }
446  VADD(p,p,vp);
447  glVertex3dv(p);
448
449  glColor3ub(rgb1[0],rgb1[1],rgb1[2]);
450  VSUB(p,v1,vc);
451  if(dev_zmin >= 0.99)
452  {
453    p[0] *= d;
454    p[1] *= d;
455    p[2] *= d;
456  }
457  VADD(p,p,vp);
458  glVertex3dv(p);
459
460
461  glColor3ub(rgb2[0],rgb2[1],rgb2[2]);
462  VSUB(p,v2,vc);
463  if(dev_zmin >= 0.99)
464  {
465    p[0] *= d;
466    p[1] *= d;
467    p[2] *= d;
468  }
469  VADD(p,p,vp);
470  glVertex3dv(p);
471
678   }
679 <
680 < smRender_mesh(sm,vp)
679 > /*
680 > * smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
681 > * SM *sm;                        : mesh
682 > * FVECT vp;                      : current viewpoint
683 > * int4  *t_flag,*bg_flag;        : triangle flags: t_flag is generic,bg_flag
684 > *                                  indicates if background tri;
685 > * SFLOAT (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors
686 > *
687 > * Sequentially gos through triangle list and renders all valid tris who
688 > * have t_flag set, and NOT bg_flag set.
689 > */
690 > smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
691   SM *sm;
692   FVECT vp;
693 + int4  *t_flag,*bg_flag;
694 + SFLOAT (*wp)[3];
695 + BYTE  (*rgb)[3];
696   {
478  int i,n,bg0,bg1,bg2;
479  double d;
480  int v0_id,v1_id,v2_id;
697    TRI *tri;
698 <  float (*wp)[3];
699 <  BYTE  (*rgb)[3];
484 <  int4  *active_flag,*bg_flag;
485 <
486 <  wp = SM_WP(sm);
487 <  rgb =SM_RGB(sm);
488 <  d = (dev_zmin+dev_zmax)/2.0;
489 <  glPushAttrib(GL_DEPTH_BUFFER_BIT);
698 >  int i,n,b0,b1,b2;
699 >  int v0_id,v1_id,v2_id;
700    
491  /* First draw background polygons */
492  glDisable(GL_DEPTH_TEST);
701    glBegin(GL_TRIANGLES);
494
495  active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG);
496  bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG);
702    for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
703 <    if(active_flag[n] & bg_flag[n])
703 >    if(t_flag[n])
704        for(i=0; i < 32; i++)
705 <        if(active_flag[n] & bg_flag[n] & (1L << i))
705 >        if(t_flag[n] & (1L << i) & ~bg_flag[n])
706           {
707             tri = SM_NTH_TRI(sm,(n<<5)+i);
708             v0_id = T_NTH_V(tri,0);
709             v1_id = T_NTH_V(tri,1);
710             v2_id = T_NTH_V(tri,2);
711 <           render_bg_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
712 <                         rgb[v2_id],vp,SM_VIEW_CENTER(sm),d);
711 >           b0 = SM_BASE_ID(sm,v0_id);
712 >           b1 = SM_BASE_ID(sm,v1_id);
713 >           b2 = SM_BASE_ID(sm,v2_id);
714 >           if(b0 || b1 || b2)
715 >             render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
716 >             rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2);
717 >           else
718 >             render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
719 >                        rgb[v2_id])
720 >
721           }
722    glEnd();
723  
724 <  glEnable(GL_DEPTH_TEST);
724 > }
725 >
726 > /*
727 > * smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
728 > * SM *sm;                        : mesh
729 > * FVECT vp;                      : current viewpoint
730 > * int4  *t_flag,*bg_flag;        : triangle flags: t_flag is generic,bg_flag
731 > *                                  indicates if background tri;
732 > * SFLOAT (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors
733 > *
734 > * Sequentially gos through triangle list and renders all valid tris who
735 > * have t_flag set, and NOT bg_flag set.
736 > */
737 > smRender_new_fg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb)
738 > SM *sm;
739 > FVECT vp;
740 > int4  *new_flag,*active_flag,*bg_flag;
741 > SFLOAT (*wp)[3];
742 > BYTE  (*rgb)[3];
743 > {
744 >  TRI *tri;
745 >  int i,n,b0,b1,b2;
746 >  int v0_id,v1_id,v2_id;
747 >  
748    glBegin(GL_TRIANGLES);
749    for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
750 <    if(active_flag[n])
750 >    if(new_flag[n] & active_flag[n])
751        for(i=0; i < 32; i++)
752 <        if((active_flag[n] & (1L << i)) && !(bg_flag[n] & (1L << i)))
752 >        if(new_flag[n] & active_flag[n] & (1L << i) & ~bg_flag[n])
753           {
754             tri = SM_NTH_TRI(sm,(n<<5)+i);
755             v0_id = T_NTH_V(tri,0);
756             v1_id = T_NTH_V(tri,1);
757             v2_id = T_NTH_V(tri,2);
758 <           bg0 = SM_DIR_ID(sm,v0_id) || SM_BASE_ID(sm,v0_id);
759 <           bg1 = SM_DIR_ID(sm,v1_id) || SM_BASE_ID(sm,v1_id);
760 <           bg2 = SM_DIR_ID(sm,v2_id) || SM_BASE_ID(sm,v2_id);
761 <           if(!(bg0 || bg1 || bg2))
758 >           b0 = SM_BASE_ID(sm,v0_id);
759 >           b1 = SM_BASE_ID(sm,v1_id);
760 >           b2 = SM_BASE_ID(sm,v2_id);
761 >           if(b0 || b1 || b2)
762 >             render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
763 >             rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2);
764 >           else
765               render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
766                          rgb[v2_id])
767 <               else
529 <                 render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
530 <                  rgb[v1_id],rgb[v2_id],bg0,bg1,bg2,vp,SM_VIEW_CENTER(sm));
767 >
768           }
769    glEnd();
770  
534  glPopAttrib();
771   }
772  
773 +
774   int
775   compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
776   {
777    double d;
778  
779    d = td2->depth-td1->depth;
543  
780    if(d > 0.0)
781      return(1);
782    if(d < 0.0)
783      return(-1);
548  
784    return(0);
550
785   }
786  
553 #ifdef DEBUG
554 #define freebuf(b)  tempbuf(-1)
555 #endif
787  
788 <
789 < char *
790 < tempbuf(len)                    /* get a temporary buffer */
791 < unsigned  len;
792 < {
793 <        extern char  *malloc(), *realloc();
794 <        static char  *tempbuf = NULL;
795 <        static unsigned  tempbuflen = 0;
796 <
797 < #ifdef DEBUG
798 <        static int in_use=FALSE;
568 <
569 <        if(len == -1)
570 <          {
571 <            in_use = FALSE;
572 <            return(NULL);
573 <          }
574 <        if(in_use)
575 <        {
576 <            eputs("Buffer in use:cannot allocate:tempbuf()\n");
577 <            return(NULL);
578 <        }
579 < #endif
580 <        if (len > tempbuflen) {
581 <                if (tempbuflen > 0)
582 <                        tempbuf = realloc(tempbuf, len);
583 <                else
584 <                        tempbuf = malloc(len);
585 <                tempbuflen = tempbuf==NULL ? 0 : len;
586 <        }
587 < #ifdef DEBUG
588 <        in_use = TRUE;
589 < #endif
590 <        return(tempbuf);
591 < }
592 <
593 < smOrder_new_tris(sm,vp,td)
788 > /*
789 > * smOrder_new_tris(sm,vp,td)
790 > * SM *sm;      : mesh
791 > * FVECT vp;    : current viewpoint
792 > * T_DEPTH *td; : holds returned list of depth sorted tris
793 > *
794 > * Creates list of all new tris, with their distance from the current
795 > * viewpoint, and sorts the list based on this distance
796 > */
797 > T_DEPTH
798 > *smOrder_new_tris(sm,vp)
799   SM *sm;
800   FVECT vp;
596 T_DEPTH *td;
801   {
802 <  int n,i,j,tcnt,v;
802 >  T_DEPTH *td;
803 >  int n,i,j,tcnt,v,size;
804    TRI *tri;
805    double d,min_d;
806    FVECT diff;
807 <  int4 *new_flag,*bg_flag;
807 >  int4 *new_flag,*bg_flag,*active_flag;
808 >  
809 > td = (T_DEPTH *)tempbuf(MAX_NEW_TRIS*sizeof(T_DEPTH),FALSE);
810 > size = MAX_NEW_TRIS;
811  
812    tcnt=0;
813    new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG);
814    bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG);
815 +  active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG);
816    for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
817 <    if(new_flag[n] & ~bg_flag[n])
817 >    if(active_flag[n] & new_flag[n] & ~bg_flag[n])
818        for(i=0; i < 32; i++)
819 <        if(new_flag[n] & (1L << i) & ~bg_flag[n])
819 >        if(active_flag[n] & new_flag[n] & (1L << i) & ~bg_flag[n])
820           {
821             tri = SM_NTH_TRI(sm,(n<<5)+i);
822 +           if(tcnt+1 >= size)
823 +           {
824 +             size += 100;
825 +             td = (T_DEPTH *)tempbuf(size*sizeof(T_DEPTH),TRUE);
826 +           }
827             td[tcnt].tri = (n << 5)+i;
828             min_d = -1;
829             for(j=0;j < 3;j++)
830               {
831                 v = T_NTH_V(tri,j);
832 <               if(!SM_BG_SAMPLE(sm,v))
833 <                 {
834 <                   VSUB(diff,SM_NTH_WV(sm,v),vp);
835 <                   d = DOT(diff,diff);
622 <                   if(min_d == -1 || d < min_d)
623 <                     min_d = d;
624 <                 }
832 >               VSUB(diff,SM_NTH_WV(sm,v),vp);
833 >               d = DOT(diff,diff);
834 >               if(min_d == -1 || d < min_d)
835 >                 min_d = d;
836               }
837             td[tcnt++].depth = min_d;
838    }
839    td[tcnt].tri = -1;
840    if(tcnt)
841        qsort((void *)td,tcnt,sizeof(T_DEPTH),compare_tri_depths);
842 +  return(td);
843   }
844  
845 + /*
846 + * smUpdate_tm(sm)   : Update the tone-mapping
847 + * SM *sm;           : mesh
848 + *
849 + */
850 + smUpdate_tm(sm)
851 + SM *sm;
852 + {
853 +  int t = SM_TONE_MAP(sm);
854  
855 < smUpdate_Rendered_mesh(sm,vp,clr)
855 >  if(t==0 || smCompute_mapping)
856 >  {
857 >    tmClearHisto();
858 >    tmAddHisto(SM_BRT(sm),SM_NUM_SAMP(sm),1);
859 >    if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
860 >      return;
861 >    t = 0;
862 >    smCompute_mapping = FALSE;
863 >  }
864 >  tmMapPixels(SM_NTH_RGB(sm,t),&SM_NTH_BRT(sm,t),SM_NTH_CHR(sm,t),
865 >              SM_NUM_SAMP(sm)-t);
866 >  SM_TONE_MAP(sm) = SM_NUM_SAMP(sm);
867 > }
868 >
869 > /*
870 > *   smRender_inc(sm,vp)      : Incremental update of mesh
871 > *    SM * sm;                : mesh
872 > *    FVECT vp;               : current view point
873 > *
874 > *  If a relatively small number of new triangles have been created,
875 > *  do an incremental update. Render new triangles with depth buffering
876 > *  turned off, if the current viewpoint is not the same as canonical view-
877 > *  point, must use painter's approach to resolve visibility:first depth sort
878 > *  triangles, then render back-to-front.  
879 > */
880 > smRender_inc(sm,vp)
881   SM *sm;
882   FVECT vp;
637 int clr;
883   {
884 <  int i,n,v0_id,v1_id,v2_id,bg0,bg1,bg2;
640 <  GLint depth_test;
641 <  double d;
884 >  int i,n,v0_id,v1_id,v2_id,b0,b1,b2;
885    TRI *tri;
886 <  float (*wp)[3];
886 >  SFLOAT (*wp)[3];
887    BYTE  (*rgb)[3];
888 <  int4  *new_flag,*bg_flag;
888 >  int4  *new_flag,*bg_flag,*active_flag;
889    T_DEPTH *td = NULL;
890 +
891 +
892    /* For all of the NEW triangles (since last update): assume
893       ACTIVE. Go through and sort on depth value (from vp). Turn
894       Depth Buffer test off and render back-front
895       */
896 +
897 +  /* Must depth sort if view points do not coincide */
898    if(!EQUAL_VEC3(SM_VIEW_CENTER(sm),vp))
899 <  {
653 <    /* Must depth sort if view points do not coincide */
654 <    td = (T_DEPTH *)tempbuf(smNew_tri_cnt*sizeof(T_DEPTH));
655 < #ifdef DEBUG
656 <    if(!td)
657 <        eputs("Cant create list:wont depth sort:smUpdate_rendered_mesh\n");
658 < #endif
659 <    smOrder_new_tris(sm,vp,td);
660 <  }
899 >    td =  smOrder_new_tris(sm,vp);
900    wp = SM_WP(sm);
901    rgb =SM_RGB(sm);
902 +  new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG);
903 +  active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG);
904 +  bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG);
905    /* Turn Depth Test off -- using Painter's algorithm */
906    glPushAttrib(GL_DEPTH_BUFFER_BIT);
907    glDepthFunc(GL_ALWAYS);
666  d = (dev_zmin+dev_zmax)/2.0;
908  
909 <  /* Now render back-to front */
669 <  /* First render bg triangles */
670 <  new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG);
671 <  bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG);
672 <  glBegin(GL_TRIANGLES);
673 <  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
674 <    if(new_flag[n] & bg_flag[n])
675 <      for(i=0; i < 32; i++)
676 <        if(new_flag[n] & (1L << i) & bg_flag[n] )
677 <         {
678 <           tri = SM_NTH_TRI(sm,(n<<5)+i);
679 <           v0_id = T_NTH_V(tri,0);
680 <           v1_id = T_NTH_V(tri,1);
681 <           v2_id = T_NTH_V(tri,2);
682 <           render_bg_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
683 <                         rgb[v2_id],vp,SM_VIEW_CENTER(sm),d);
684 <         }
685 <  glEnd();
686 <
687 <
688 <  glBegin(GL_TRIANGLES);
909 >  smRender_new_bg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb);
910    if(!td)
911 <  {
691 <    for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
692 <     if(new_flag[n] & ~bg_flag[n])
693 <      for(i=0; i < 32; i++)
694 <        if(new_flag[n] & (1L << i) & ~bg_flag[n])
695 <         {
696 <           tri = SM_NTH_TRI(sm,(n<<5)+i);
697 <           /* Dont need to check for valid tri because flags are
698 <              cleared on delete
699 <            */
700 <           v0_id = T_NTH_V(tri,0);
701 <           v1_id = T_NTH_V(tri,1);
702 <           v2_id = T_NTH_V(tri,2);
703 <           bg0 = SM_DIR_ID(sm,v0_id) || SM_BASE_ID(sm,v0_id);
704 <           bg1 = SM_DIR_ID(sm,v1_id) || SM_BASE_ID(sm,v1_id);
705 <           bg2 = SM_DIR_ID(sm,v2_id) || SM_BASE_ID(sm,v2_id);
706 <           if(!(bg0 || bg1 || bg2))
707 <             render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
708 <                        rgb[v2_id])
709 <           else
710 <             render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
711 <                              rgb[v1_id],rgb[v2_id],bg0,bg1,bg2,vp,
712 <                              SM_VIEW_CENTER(sm));
713 <         }
714 <  }
911 >    smRender_new_fg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb);
912    else
913    {
914 +    glBegin(GL_TRIANGLES);
915      for(i=0; td[i].tri != -1;i++)
916      {
917        tri = SM_NTH_TRI(sm,td[i].tri);
# Line 723 | Line 921 | int clr;
921        v0_id = T_NTH_V(tri,0);
922        v1_id = T_NTH_V(tri,1);
923        v2_id = T_NTH_V(tri,2);
924 <      bg0 = SM_DIR_ID(sm,v0_id) || SM_BASE_ID(sm,v0_id);
925 <      bg1 = SM_DIR_ID(sm,v1_id) || SM_BASE_ID(sm,v1_id);
926 <      bg2 = SM_DIR_ID(sm,v2_id) || SM_BASE_ID(sm,v2_id);
927 <      if(!(bg0 || bg1 || bg2))
924 >      b0 = SM_BASE_ID(sm,v0_id);
925 >      b1 = SM_BASE_ID(sm,v1_id);
926 >      b2 = SM_BASE_ID(sm,v2_id);
927 >      if(b0 || b1 || b2)
928 >        render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
929 >                        rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2);
930 >      else
931          render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
932                     rgb[v2_id])
732          else
733            render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
734                             rgb[v1_id],rgb[v2_id],bg0,bg1,bg2,vp,
735                             SM_VIEW_CENTER(sm));
933      }
934 < #ifdef DEBUG
934 >    glEnd();
935      freebuf(td);
739 #endif
936    }
937 +  /* Restore Depth Test */
938 +  glPopAttrib();
939 + }
940 +
941 + /*
942 + * smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,max_level,leaf_cnt,which)
943 + *  SM *sm;              : mesh
944 + *  QUADTREE qt;         : quadtree base node
945 + *  FVECT vp;            : current viewpoint
946 + *  SFLOAT (*wp)[3];      : array of sample points
947 + *  BYTE (*rgb)[3];      : array of RGB values for samples
948 + *  int i,level_i,level,max_level,leaf_cnt;
949 + *                       : variables to keep track of where
950 + *         we are in the quadtree traversal in order to map nodes to
951 + *         corresponding array locations, where nodes are stored in breadth-
952 + *         first order. i is the index of the current node,level_i is the
953 + *         index of the first node on the current quadtree level, max_level is
954 + *         the maximum number of levels to traverse, and leaf_cnt is the number
955 + *         of leaves on the current level
956 + *  int which;          flag indicates whether to render fg or bg tris
957 + *
958 + *
959 + *    Render the tris stored in qtree using display lists. For each node at
960 + *   the leaf or max_level, call the display_list if it exists, else traverse
961 + *   down the subtree and render the nodes into a new display list which is
962 + *   stored for future use.
963 + */
964 + smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,level,max_level,leaf_cnt,which)
965 + SM *sm;
966 + QUADTREE qt;
967 + FVECT vp;
968 + SFLOAT (*wp)[3];
969 + BYTE  (*rgb)[3];
970 + int i,level_i,level,max_level,leaf_cnt;
971 + int which;
972 + {
973 +  int j;
974 +  
975 +  if(QT_IS_EMPTY(qt))
976 +    return;
977 +
978 +  if(QT_IS_LEAF(qt) || level == max_level)
979 +  {
980 +    if(QT_IS_LEAF(qt))
981 +    {
982 +      if(!QT_LEAF_IS_FLAG(qt))
983 +        return;
984 +    }
985 +    else
986 +      if(!QT_IS_FLAG(qt))
987 +        return;
988 +
989 +    if(!Display_lists[i][which])
990 +    {
991 +      Display_lists[i][which] = i+1 + which*SM_DL_LISTS;
992 +      glNewList(Display_lists[i][which],GL_COMPILE_AND_EXECUTE);
993 +      smClear_flags(sm,T_NEW_FLAG);
994 +      glBegin(GL_TRIANGLES);
995 +      smRender_qtree(sm,qt,vp,wp,rgb,which,FALSE);
996 +      glEnd();
997 +      glEndList();
998 +    }
999 +    else
1000 +    {
1001 +      glCallList(Display_lists[i][which]);
1002 +    }
1003 +  }
1004 +  else
1005 +    if(QT_IS_FLAG(qt))
1006 +    {
1007 +      i = ((i - level_i)<< 2) + level_i + leaf_cnt;
1008 +      level_i += leaf_cnt;
1009 +      leaf_cnt <<= 2;
1010 +      for(j=0; j < 4; j++)
1011 +        smRender_qtree_dl(sm,QT_NTH_CHILD(qt,j),vp,wp,rgb,
1012 +                        i+j,level_i,level+1,max_level,leaf_cnt,which);
1013 +    }
1014 +
1015 + }
1016 +
1017 + /*
1018 + * smRender_qtree(sm,qt,vp,wp,rgb,which,cull) : Render the tris stored in qtree
1019 + *  SM *sm;             : mesh
1020 + *  QUADTREE qt;        : quadtree base node
1021 + *  FVECT vp;           : current viewpoint
1022 + *  SFLOAT (*wp)[3]      : array of sample points
1023 + *  BYTE (*rgb)[3]      : array of RGB values for samples
1024 + *  int which;          : flag indicates whether to render fg or bg tris
1025 + *  int cull;           : if true, only traverse active (flagged) nodes
1026 + *
1027 + */
1028 + smRender_qtree(sm,qt,vp,wp,rgb,which,cull)
1029 + SM *sm;
1030 + QUADTREE qt;
1031 + FVECT vp;
1032 + SFLOAT (*wp)[3];
1033 + BYTE  (*rgb)[3];
1034 + int which,cull;
1035 + {
1036 +  int i;
1037 +  
1038 +  if(QT_IS_EMPTY(qt))
1039 +    return;
1040 +
1041 +  if(QT_IS_LEAF(qt))
1042 +  {
1043 +    TRI *t,*tri;
1044 +    OBJECT *optr;
1045 +    int v0_id,v1_id,v2_id,bg0,bg1,bg2;
1046 +    int t_id,s_id;
1047 +
1048 +    if(cull && !QT_LEAF_IS_FLAG(qt))
1049 +      return;
1050 +
1051 +    optr = qtqueryset(qt);
1052 +    for (i = QT_SET_CNT(optr);i > 0; i--)
1053 +    {
1054 +      s_id = QT_SET_NEXT_ELEM(optr);
1055 +      t_id = SM_NTH_VERT(smMesh,s_id);
1056 +      tri = t = SM_NTH_TRI(smMesh,t_id);
1057 +      do
1058 +      {
1059 +       if((!cull || SM_IS_NTH_T_ACTIVE(sm,t_id)) && !SM_IS_NTH_T_NEW(sm,t_id))
1060 +       {
1061 +          bg0 = SM_IS_NTH_T_BG(sm,t_id);
1062 +          if((which == SM_RENDER_FG && !bg0) || (which== SM_RENDER_BG && bg0))
1063 +          {
1064 +            v0_id = T_NTH_V(t,0);
1065 +            v1_id = T_NTH_V(t,1);
1066 +            v2_id = T_NTH_V(t,2);
1067 +            if(bg0)
1068 +            {
1069 +              bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0;
1070 +              bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0;
1071 +              bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0;
1072 +              SM_SET_NTH_T_NEW(sm,t_id);  
1073 +              if(bg0==DIR && bg1==DIR && bg2==DIR)
1074 +                render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
1075 +                         rgb[v2_id])
1076 +              else
1077 +                render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
1078 +                    rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2);
1079 +            }
1080 +            else
1081 +            {
1082 +              SM_SET_NTH_T_NEW(sm,t_id);  
1083 +              bg0 = SM_BASE_ID(sm,v0_id);
1084 +              bg1 = SM_BASE_ID(sm,v1_id);
1085 +              bg2 = SM_BASE_ID(sm,v2_id);
1086 +              if(bg0 || bg1 || bg2)
1087 +                render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
1088 +                        rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),bg0,bg1,bg2);
1089 +              else
1090 +                render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
1091 +                           rgb[v2_id])
1092 +            }
1093 +          }
1094 +       }
1095 +       t_id = smTri_next_ccw_nbr(smMesh,t,s_id);
1096 +       t = SM_NTH_TRI(smMesh,t_id);
1097 +      }while(t!=tri);
1098 +    }
1099 +  }
1100 +  else
1101 +    if(!cull  || QT_IS_FLAG(qt))
1102 +      for(i=0; i < 4; i++)
1103 +        smRender_qtree(sm,QT_NTH_CHILD(qt,i),vp,wp,rgb,which,cull);
1104 + }
1105 +
1106 +
1107 + /*
1108 + * smRender_mesh(sm,view,cull) : Render mesh Triangles
1109 + *   SM *sm;                   : mesh
1110 + *   VIEW *view;               : current view
1111 + *   int cull;                 : cull Flag
1112 + *
1113 + *   If cull is TRUE, first mark tris in current
1114 + *   frustum and only render them. Normally, cull will be FALSE only if
1115 + *   it is known that all tris lie in frustum, e.g. after a rebuild
1116 + *
1117 + */
1118 + smRender_mesh(sm,view,cull)
1119 + SM *sm;
1120 + VIEW *view;
1121 + int cull;
1122 + {
1123 +  SFLOAT (*wp)[3];
1124 +  BYTE  (*rgb)[3];
1125 +  int i;
1126 +  STREE *st= SM_LOCATOR(sm);
1127 +
1128 +
1129 +  wp = SM_WP(sm);
1130 +  rgb =SM_RGB(sm);
1131 +
1132 +  smClear_flags(sm,T_NEW_FLAG);
1133 +
1134 +
1135 +  if(cull)
1136 +    smCull(sm,view,SM_ALL_LEVELS);
1137 +
1138 +
1139 +  glPushAttrib(GL_DEPTH_BUFFER_BIT);
1140 +  glDisable(GL_DEPTH_TEST);
1141 +  
1142 +  glMatrixMode(GL_MODELVIEW);
1143 +  glPushMatrix();
1144 +  /* move relative to the new view */
1145 +  glTranslated(view->vp[0],view->vp[1],view->vp[2]);
1146 +
1147 +
1148 +  /* The points are a distance of 1 away from the origin: if necessary
1149 +     scale so that they fit in frustum and are therefore not clipped away
1150 +     */
1151 +  if(dev_zmin >= 0.99)
1152 +  {
1153 +    double d;
1154 +
1155 +    d = (dev_zmin+dev_zmax)/2.0;
1156 +    glScaled(d,d,d);
1157 +  }
1158 +  /* move points to unit sphere at origin */
1159 +  glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1],
1160 +               -SM_VIEW_CENTER(sm)[2]);
1161 +
1162 +  glBegin(GL_TRIANGLES);
1163 +  for(i=0; i < ST_NUM_ROOT_NODES; i++)
1164 +      smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_BG,cull);
1165    glEnd();
1166  
1167 <  /* Restore Depth Test */
1167 >  glPopMatrix();
1168 >
1169 >  glEnable(GL_DEPTH_TEST);
1170 >
1171 >  glBegin(GL_TRIANGLES);
1172 >  for(i=0; i < ST_NUM_ROOT_NODES; i++)
1173 >    smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_FG,cull);
1174 >  glEnd();
1175 >
1176    glPopAttrib();
1177   }
1178  
1179 + /*
1180 + * smRender_mesh_dl(sm,view) : Render stree utilizing display lists
1181 + * SM *sm;                   : mesh
1182 + * VIEW *view;               : current view
1183 + */
1184 + smRender_mesh_dl(sm,view)
1185 + SM *sm;
1186 + VIEW *view;
1187 + {
1188 +  SFLOAT (*wp)[3];
1189 +  BYTE  (*rgb)[3];
1190 +  STREE *st;
1191 +  int i;
1192 +
1193 +  if(SM_DL_LEVELS == 0)
1194 +  {
1195 +    if(!Display_lists[0][0])
1196 +    {
1197 +      Display_lists[0][0] = 1;
1198 +      glNewList(Display_lists[0][0],GL_COMPILE_AND_EXECUTE);
1199 +      smRender_mesh(sm,view,FALSE);
1200 +      glEndList();
1201 +    }
1202 +    else
1203 +      glCallList(Display_lists[0][0]);
1204 +
1205 +    return;
1206 +  }    
1207 +  smClear_flags(sm,T_NEW_FLAG);
1208 +
1209 +  smCull(sm,view,SM_DL_LEVELS);
1210 +
1211 +  st = SM_LOCATOR(sm);
1212 +
1213 +  wp = SM_WP(sm);
1214 +  rgb =SM_RGB(sm);
1215 +
1216 +    /* For all active quadtree nodes- first render bg tris, then fg */
1217 +    /* If display list exists, use otherwise create/display list */
1218 +   glPushAttrib(GL_DEPTH_BUFFER_BIT);
1219 +   glDisable(GL_DEPTH_TEST);
1220 +
1221 +   glMatrixMode(GL_MODELVIEW);
1222 +   glPushMatrix();
1223 +
1224 +   /* move relative to the new view */
1225 +   glTranslated(view->vp[0],view->vp[1],view->vp[2]);
1226 +
1227 +   /* The points are a distance of 1 away from the origin: if necessary
1228 +      scale so that they fit in frustum and are therefore not clipped away
1229 +      */
1230 +   if(dev_zmin >= 0.99)
1231 +   {
1232 +     double d;
1233 +     d = (dev_zmin+dev_zmax)/2.0;
1234 +     glScaled(d,d,d);
1235 +   }
1236 +    /* move points to unit sphere at origin */
1237 +   glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1],
1238 +                   -SM_VIEW_CENTER(sm)[2]);
1239 +   for(i=0; i < ST_NUM_ROOT_NODES; i++)
1240 +     smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1,
1241 +                       SM_DL_LEVELS,8,SM_RENDER_BG);
1242 +   glPopMatrix();
1243 +
1244 +   glEnable(GL_DEPTH_TEST);
1245 +   for(i=0; i < ST_NUM_ROOT_NODES; i++)
1246 +     smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1,
1247 +                        SM_DL_LEVELS,8,SM_RENDER_FG);
1248 +   glPopAttrib();
1249 + }
1250 +
1251 +
1252 +
1253   /*
1254 < * smUpdate(view, qua)  : update OpenGL output geometry for view vp
1254 > * smRender_tris(sm,view,render_flag)  : Render all of the mesh triangles
1255 > *  SM *sm             : current geometry
1256 > *  VIEW *view         : current view
1257 > *  int render_flag    : if render_flag & SM_RENDER_CULL: do culling first
1258 > *
1259 > * Renders mesh by traversing triangle list and drawing all active tris-
1260 > * background tris first, then foreground and mixed tris
1261 > */
1262 > smRender_tris(sm,view,render_flag)
1263 > SM *sm;
1264 > VIEW *view;
1265 > int render_flag;
1266 > {
1267 >  int4  *active_flag,*bg_flag;
1268 >  SFLOAT (*wp)[3];
1269 >  BYTE  (*rgb)[3];
1270 >
1271 >  wp = SM_WP(sm);
1272 >  rgb = SM_RGB(sm);
1273 >  active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG);
1274 >  bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG);
1275 >
1276 >  if(render_flag & SM_RENDER_CULL)
1277 >    smCull(sm,view,SM_ALL_LEVELS);
1278 >  
1279 >  /* Render triangles made up of points at infinity by turning off
1280 >     depth-buffering and projecting the points onto a sphere around the view*/
1281 >  glPushAttrib(GL_DEPTH_BUFFER_BIT);
1282 >  glDisable(GL_DEPTH_TEST);
1283 >  smRender_bg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb);
1284 >
1285 >  /* Render triangles containing world-space points */
1286 >  glEnable(GL_DEPTH_TEST);
1287 >  smRender_fg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb);
1288 >
1289 >  glPopAttrib();
1290 >
1291 > }
1292 >
1293 > /* Clear all of the display lists */
1294 > clear_display_lists()
1295 > {
1296 >  int i;
1297 >  for(i=0; i< SM_DL_LISTS; i++)
1298 >  {
1299 >    if(Display_lists[i][0])
1300 >    { /* Clear the foreground display list */
1301 >      glDeleteLists(Display_lists[i][0],1);
1302 >      Display_lists[i][0] = 0;
1303 >    }
1304 >    if(Display_lists[i][1])
1305 >    { /* Clear the background display list */
1306 >      glDeleteLists(Display_lists[i][1],1);
1307 >      Display_lists[i][1] = 0;
1308 >    }
1309 >  }
1310 > }
1311 >
1312 > /*
1313 > * qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) :clear display lists
1314 > * QUADTREE *qt;               : Quadtree node  
1315 > * int i;                      : index into list of display lists for this node
1316 > * int level_i;                : index for first node at this level
1317 > * int level,max_level;        : current level, maximum level to descend
1318 > * int leaf_cnt;               : number of leaves at this level
1319 > *
1320 > *  For each node under this node that has its flag set: delete all
1321 > *  existing display lists. Display lists are stored in an array indexed as
1322 > *  if the quadtree was traversed in a breadth first order (indices 0-7 are
1323 > *  the 8 quadtree roots, indices 8-11 the first level children of root 0,
1324 > *  indices 12-15 the children of root 1, etc). It is assumes that the display
1325 > *  lists will only be stored for a small number of levels: if this is not
1326 > *  true, a hashing scheme would work better for storing/retrieving the
1327 > *  display lists
1328 > */
1329 > qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt)
1330 > QUADTREE qt;
1331 > int i,level_i,level,max_level,leaf_cnt;
1332 > {
1333 >  int j;
1334 >
1335 >  if(QT_IS_EMPTY(qt))
1336 >    return;
1337 >  if(QT_IS_LEAF(qt) || level== max_level)
1338 >  {
1339 >    if(QT_IS_LEAF(qt))
1340 >    {
1341 >      if(!QT_LEAF_IS_FLAG(qt))
1342 >        return;
1343 >    }
1344 >    else
1345 >      if(!QT_IS_FLAG(qt))
1346 >        return;
1347 >    if(Display_lists[i][0])
1348 >    {
1349 >      glDeleteLists(Display_lists[i][0],1);
1350 >      Display_lists[i][0] = 0;
1351 >    }
1352 >    if(Display_lists[i][1])
1353 >    {
1354 >      glDeleteLists(Display_lists[i][1],1);
1355 >      Display_lists[i][1] = 0;
1356 >    }
1357 >  }
1358 >  else
1359 >    if(QT_IS_FLAG(qt))
1360 >    {
1361 >      /* Calculate the index for the first child given the values
1362 >         of the parent at  the current level
1363 >       */
1364 >      i = ((i - level_i)<< 2) + level_i + leaf_cnt;
1365 >      level_i += leaf_cnt;
1366 >      leaf_cnt <<= 2;
1367 >      for(j=0; j < 4; j++)
1368 >        qtClear_dl(QT_NTH_CHILD(qt,j),i+j,level_i,level+1,max_level,
1369 >                            leaf_cnt);
1370 >    }
1371 > }
1372 >
1373 > /*
1374 > * smInvalidate_view(sm,view) : Invalidate rendering representation for view
1375 > * SM *sm;                    : mesh
1376 > * VIEW *view;                : current view
1377 > *
1378 > * Delete the existing display lists for geometry in the current
1379 > * view frustum: Called when the geometry in the frustum has been changed
1380 > */
1381 > smInvalidate_view(sm,view)
1382 > SM *sm;
1383 > VIEW *view;
1384 > {
1385 >  int i;
1386 >
1387 >  if(SM_DL_LEVELS == 0)
1388 >  {
1389 >    if(Display_lists[0][0])
1390 >    {
1391 >      glDeleteLists(Display_lists[0][0],1);
1392 >      Display_lists[0][0] = 0;
1393 >    }
1394 >    return;
1395 >  }    
1396 >  /* Mark qtree nodes/tris in frustum */
1397 >  smCull(sm,view,SM_DL_LEVELS);
1398 >
1399 >  /* Invalidate display_lists in marked qtree nodes */
1400 >   for(i=0; i < ST_NUM_ROOT_NODES; i++)
1401 >     qtClear_dl(ST_ROOT_QT(SM_LOCATOR(sm),i),i,0,1,SM_DL_LEVELS,8);
1402 >
1403 > }
1404 >
1405 >
1406 > /*
1407 > * smRender(sm,view, qual): render OpenGL output geometry
1408 > * SM *sm;                : current mesh representation
1409 > * VIEW *view;            : desired view
1410 > * int  qual;             : quality level (percentage on linear time scale)
1411 > *
1412 > * Render the current mesh:
1413 > * recompute tone mapping if full redraw and specified:
1414 > * if moving (i.e. qual < MAXQUALITY)
1415 > *     render the cached display lists, if quality drops
1416 > *     below threshold, render approximation instead
1417 > *  if stationary
1418 > *     render mesh geometry without display lists, unless up-to-date
1419 > *     display lists already exist.
1420 > */
1421 > smRender(sm,view,qual)
1422 > SM *sm;
1423 > VIEW *view;
1424 > int qual;
1425 > {
1426 >  /* Unless quality > MAXQUALITY, render using display lists */
1427 >  if(qual <= MAXQUALITY)
1428 >  {
1429 >    /* If quality above threshold: render mesh*/
1430 >    if(qual > (MAXQUALITY*2/4) )
1431 >      /* render stree using display lists */
1432 >      smRender_mesh_dl(sm,view);
1433 >    else
1434 >    {
1435 >      /* If quality below threshold, use approximate rendering */
1436 >      smRender_approx(sm,qual,view);
1437 >    }
1438 >  }
1439 >  else
1440 >  {
1441 >    /* render stree without display lists */
1442 >      smRender_mesh(sm,view,TRUE);
1443 >  }
1444 > }
1445 >
1446 >
1447 > /*
1448 > * smUpdate(view, qual) : update OpenGL output geometry
1449   * VIEW *view;          : desired view
1450   * int  qual;           : quality level (percentage on linear time scale)
1451   *
# Line 753 | Line 1453 | int clr;
1453   * view has already been set up and the correct frame buffer has been
1454   * selected for drawing.  The quality level is on a linear scale, where 100%
1455   * is full (final) quality.  It is not necessary to redraw geometry that has
1456 < * been output since the last call to smClean().  (The last view drawn will
1456 > * been output since the last call to smClean().(The last view drawn will
1457   * be view==&odev.v each time.)
1458   */
1459   smUpdate(view,qual)
1460     VIEW *view;
1461     int qual;
1462   {
1463 <  double d;
1464 <  int last_update,t;
765 <
766 <  if(!smMesh)
1463 >  /* Is there anything to render? */
1464 >  if(!smMesh || SM_NUM_TRI(smMesh)<=0)
1465      return;
1466  
1467 <  /* If view has moved beyond epsilon from canonical: must rebuild -
1468 <     epsilon is calculated as running avg of distance of sample points
771 <     from canonical view: m = 1/(AVG(1/r)): some fraction of this
772 <   */
773 <  d = DIST(view->vp,SM_VIEW_CENTER(smMesh));
774 <  if(qual >= MAXQUALITY  && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
1467 >  /* Is viewer MOVING?*/
1468 >  if(qual < MAXQUALITY)
1469    {
1470 <      /* Re-build the mesh */
1471 < #ifdef TEST_DRIVER
1472 <    odev.v = *view;
1473 < #endif  
1474 <      mark_tris_in_frustum(view);
1475 <      smRebuild_mesh(smMesh,view);
782 <      smClean_notify = TRUE;
1470 >    if(smIncremental)
1471 >      smUpdate_tm(smMesh);
1472 >    smIncremental = FALSE;
1473 >    /* Render mesh using display lists */
1474 >    smRender(smMesh,view,qual);
1475 >    return;
1476    }
1477 <  /* This is our final update iff qual==MAXQUALITY and view==&odev.v */
1478 <  last_update = qual>=MAXQUALITY && view==&(odev.v);
1479 <  /* Check if we should draw ALL triangles in current frustum */
1480 <  if(smClean_notify || smNew_tri_cnt>SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT)
1477 >  /* Viewer is STATIONARY */
1478 >  /* Has view moved epsilon from canonical view? (epsilon= percentage
1479 >     (SM_VIEW_FRAC) of running average of the distance of the sample points
1480 >     from the canonical view */
1481 >  if(DIST(view->vp,SM_VIEW_CENTER(smMesh)) > SM_ALLOWED_VIEW_CHANGE(smMesh))
1482    {
1483 < #ifdef TEST_DRIVER
1484 <    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1485 < #else
1486 <    if (SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh))
1483 >    /* Must rebuild mesh with current view as new canonical view  */
1484 >    smRebuild(smMesh,view);
1485 >    /* Existing display lists and tonemapping are no longer valid */
1486 >    clear_display_lists();
1487 >    smCompute_mapping = FALSE;
1488 >    smUpdate_tm(smMesh);
1489 >    /* Render all the triangles in the new mesh */
1490 >    smRender(smMesh,view,qual+1);
1491 >  }
1492 >  else
1493 >    /* Has a complete redraw been requested ?*/
1494 >    if(smClean_notify)
1495      {
1496 <       tmClearHisto();
1497 <       tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
1498 <       if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
1499 <         return;
798 <       tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
799 <                   SM_NUM_SAMP(smMesh));
1496 >      if(smIncremental)
1497 >        smUpdate_tm(smMesh);
1498 >      smIncremental = FALSE;
1499 >      smRender(smMesh,view,qual);
1500      }
801 #endif
802    mark_tris_in_frustum(view);
803    if (qual <= (MAXQUALITY*3/4))
804        smRender_stree(smMesh,qual);
1501      else
806        smRender_mesh(smMesh,view->vp);
807 #ifdef TEST_DRIVER
808    glFlush();
809    glutSwapBuffers();
810 #endif
811  }
812  /* Do an incremental update instead */
813  else
814  {
815      if(!smNew_tri_cnt)
816      return;
817 #ifdef TEST_DRIVER
818    glDrawBuffer(GL_FRONT);
819 #else
820    t = SM_TONE_MAP(smMesh);
821    if(t == 0)
1502      {
1503 <        tmClearHisto();
1504 <        tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
1505 <        if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
1506 <           return;
1507 <    }
1508 <      tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t),
1509 <                   SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t);
1510 <        
1511 < #endif    
832 <    smUpdate_Rendered_mesh(smMesh,view->vp,last_update);
833 <    
834 < #ifdef TEST_DRIVER
835 <    glDrawBuffer(GL_BACK);
836 < #endif
1503 >      smUpdate_tm(smMesh);
1504 >      /* If number of new triangles relatively small: do incremental update */
1505 >      /* Mark Existing display lists in frustum invalid */
1506 >      if(!smIncremental)
1507 >      {
1508 >        smInvalidate_view(smMesh,view);
1509 >        smIncremental = TRUE;
1510 >      }
1511 >      smRender_inc(smMesh,view->vp);
1512    }
1513 <
1514 <  SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh);
840 <
841 <  if (last_update)
1513 >  /* This is our final update iff qual==MAXQUALITY and view==&odev.v */
1514 >  if( (qual >= MAXQUALITY) && (view == &(odev.v)))
1515    {
1516 +    /* reset rendering flags */
1517      smClean_notify = FALSE;
1518 <    smNew_tri_cnt = 0;
1519 <    smClear_flags(smMesh,T_NEW_FLAG);
1518 >    if(smIncremental)
1519 >      smClear_flags(smMesh,T_NEW_FLAG);
1520      qtCache_init(0);
1521    }
1522  
1523   }
850
851
1524  
1525  
1526  

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