PEG vobn--tjl: N-coordinate system vobs

Author: Tuomas J. Lukka
Last-Modified:2003-05-29
Revision: 1.2
Status: Implemented

For the fillet tests (and probably also other things) we need N-coordinate system Vobs as a generalization of the current 1, 2, 3 -cs vobs. N-coordsys Vobs will be used to allow a vob which is a graph node that knows all its neighbours at render time.

The C++ part is already almost there - changes are required to VobPlacer and the main Vob API.

Issues

Changes

Java

Into Vob add

int putGL(VobScene vs, int[] cs);

Into VobPlacer, add

void put(Vob vob, int[] cs);

which shall for now throw an exception in awt.

Implement these for GL, with a new constant GL.RENDERABLEN, after which there is the number of coordinate systems used.

C++

Naturally, interpret the RENDERABLEN constant mentioned above.

Allow a Vob definition to give NTrans == -1, meaning N. These will implement only Vob, which already has a n-coordsys call. The nCoordsys() method will return -1.