djembeplay
Well-known member
Hmm, I think you lost me on both accounts there -
So your saying each point has it's own coordinate that the renderer uses? And that would mean that, in the example I gave above, it wouldn't matter that the coordinates of the entire tree is closer to the camera... what matters is that the individual points of the branch are extending behind those of the other, 'furthar' tree?
Also, I'm not sure why you would need texture coordinates or object coordinates for rendering... what would the difference be in using these versus world coords for rendering?
Also - I'm not sure what your saying about the triangulated polys. What is a caller, what is a subfunction, what is a root function, and what is a primary function?
So your saying each point has it's own coordinate that the renderer uses? And that would mean that, in the example I gave above, it wouldn't matter that the coordinates of the entire tree is closer to the camera... what matters is that the individual points of the branch are extending behind those of the other, 'furthar' tree?
Also, I'm not sure why you would need texture coordinates or object coordinates for rendering... what would the difference be in using these versus world coords for rendering?
Also - I'm not sure what your saying about the triangulated polys. What is a caller, what is a subfunction, what is a root function, and what is a primary function?