OpenGL.GL.NV.evaluators
OpenGL extension NV.evaluators
This module customises the behaviour of the
OpenGL.raw.GL.NV.evaluators to provide a more
Python-friendly API
Overview (from the spec)
OpenGL evaluators provide applications with the capability to
specify polynomial or rational curves and surfaces using control
points relative to the Bezier basis. The curves and surfaces are
then drawn by evaluating the polynomials provided at various values
for the u parameter of a curve or the (u,v) parameters of a surface.
A tensor product formulation is used for the surfaces.
For various historical reasons, evaluators have not been
particularly popular as an interface for drawing curves and surfaces.
This extension proposes a new interface for surfaces that provides a
number of significant enhancements to the functionality provided by
the original OpenGL evaluators.
Many implementations never optimized evaluators, so applications
often implemented their own algorithms instead. This extension
relaxes some restrictions that make it difficult to optimize
evaluators.
Also, new vertex attributes have been added to OpenGL through
extensions, including multiple sets of texture coordinates, a
secondary color, a fog coordinate, a vertex weight, and others.
The extensions which added these vertex attributes never bothered
to update the functionality of evaluators, since they were used so
little in the first place. In turn, evaluators have become more and
more out of date, making it even less likely that developers will
want to use them. Most of the attributes are not a big loss, but
support for multiple sets of texture coordinates would be absolutely
essential to developers considering the use of evaluators.
OpenGL evaluators only support rectangular patches, not triangular
patches. Although triangular patches can be converted into
rectangular patches, direct support for triangular patches is likely
to be more efficient.
The tessellation algorithm used is too inflexible for most purposes;
only the number of rows and columns can be specified. Adjacent
patches must then have identical numbers of rows and columns, or
severe cracking will occur. Ideally, a number of subdivisions could
be specified for all four sides of a rectangular patch and for all
three of a triangular patch. This extension goes one step further
and allows those numbers to be specified in floating-point, providing
a mechanism for smoothly changing the level of detail of the surface.
Meshes evaluated with EvalMesh are required to match up exactly
with equivalent meshes evaluated with EvalCoord or EvalPoint.
This makes it difficult or impossible to use optimizations such as
forward differencing.
Finally, little attention is given to some of the difficult problems
that can arise when multiple patches are drawn. Depending on the
way evaluators are implemented, and depending on the orientation of
edges, numerical accuracy problems can cause cracks to appear between
patches with the same boundary control points. This extension makes
guarantees that an edge shared between two patches will match up
exactly under certain conditions.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/NV/evaluators.txt
Functions
Constants
GL_EVAL_2D_NV (34496)
GL_EVAL_FRACTIONAL_TESSELLATION_NV (34501)
GL_EVAL_TRIANGULAR_2D_NV (34497)
GL_EVAL_VERTEX_ATTRIB0_NV (34502)
GL_EVAL_VERTEX_ATTRIB10_NV (34512)
GL_EVAL_VERTEX_ATTRIB11_NV (34513)
GL_EVAL_VERTEX_ATTRIB12_NV (34514)
GL_EVAL_VERTEX_ATTRIB13_NV (34515)
GL_EVAL_VERTEX_ATTRIB14_NV (34516)
GL_EVAL_VERTEX_ATTRIB15_NV (34517)
GL_EVAL_VERTEX_ATTRIB1_NV (34503)
GL_EVAL_VERTEX_ATTRIB2_NV (34504)
GL_EVAL_VERTEX_ATTRIB3_NV (34505)
GL_EVAL_VERTEX_ATTRIB4_NV (34506)
GL_EVAL_VERTEX_ATTRIB5_NV (34507)
GL_EVAL_VERTEX_ATTRIB6_NV (34508)
GL_EVAL_VERTEX_ATTRIB7_NV (34509)
GL_EVAL_VERTEX_ATTRIB8_NV (34510)
GL_EVAL_VERTEX_ATTRIB9_NV (34511)
GL_MAP_ATTRIB_U_ORDER_NV (34499)
GL_MAP_ATTRIB_V_ORDER_NV (34500)
GL_MAP_TESSELLATION_NV (34498)
GL_MAX_MAP_TESSELLATION_NV (34518)
GL_MAX_RATIONAL_EVAL_ORDER_NV (34519)