scrsubdivide(3G)
scrsubdivide - subdivide lines and polygons to a screen-space limit
As shipped in IRIX 6.5.5. Unchanged since IRIX 6.5.
NAME scrsubdivide - subdivide lines and polygons to a screen-space limit C SPECIFICATION void scrsubdivide(mode, params) long mode; float params[]; PARAMETERS mode Specify whether and how lines and polygons are to be subdivided. Options are: SS_OFF: do not subdivide. (default) SS_DEPTH: subdivide based on z values in screen-coordinates. params Expects an array that contains parameter specifications for the subdivision mode that has been selected. The values provided in the params array are ignored when the mode is SS_OFF. SS_DEPTH expects three values in the params array: maxz, minsize, and maxsize. maxz specifies the distance, in screen- coordinates, between z=constant subdivision planes. (Z-buffer screen coordinates are defined by lsetdepth.) minsize and maxsize specify bounds, in units of pixels, of the screen size of the resulting subdivided polygons. Setting maxz to 0.0 eliminates screen-coordinate z from consideration during the subdivision. Likewise, setting minsize or maxsize to 0.0 eliminates lower or upper bounds on screen size from consideration. DESCRIPTION When scrsubdivide mode is not SS_OFF, lines and polygons are subdivided until the specified criteria are met. Parameters are assigned to created vertices as though they have been interpolated in eye-coordinates, rather than in screen-coordinates. Thus effects that result from (incorrect) linear interpolation in screen-coordinates can be compensated for with scrsubdivide. Mode SS_DEPTH slices polygons into strips whose edges have constant screen z value. It divides lines into segments whose endpoint z values differ by maxz. This subdivision is done after lighting, so the newly created vertices are not lighted, but rather simply take color values as linear interpolants of the original vertices (in eye-coordinates). Both fog and texture mapping are done after the depth subdivision, so both benefit from its operation. Polygon slices created by SS_DEPTH subdivision have edges whose z values differ by maxz. However, if the width of the resulting slices is less than minsize, the slices are increased to have width equal to minsize. For example, if maxsize is set to 0.0 (i.e. defeated), a polygon that directly faces the viewer is not subdivided, because all vertices have the same z value. As this polygon is rotated away from the viewer, it is sliced into strips whose edges are parallel to the axis of rotation. The number of strips increases as the rotation increases, until the strips reach a width (measured perpendicular to the axis of rotation) of minsize. At this angle the number of slices is at its maximum. As the rotation is continued, the slice width remains constant, and the number of slices decreases, reaching zero as the polygon becomes perpendicular to the viewer. When maxsize is non-zero, the description above changes only in that large polygons that are nearly perpendicular to the viewer are subdivided into strips of width maxsize. Likewise, lines segments created by SS_DEPTH subdivision are limited to a minimum length of minsize, and a maximum length of maxsize. SS_DEPTH subdivision improves the accuracy of texture mapping when non- orthographic projections are used, and improves the accuracy of fog calculations. It is not useful for lighting improvement. SEE ALSO fogvertex, texbind, tevbind NOTES scrsubdivide cannot be used while mmode is MSINGLE. Only the VGX supports scrsubdivide. It has no effect on the VGXT and SkyWriter models because of their support for per-pixel perspective division. BUGS When the screen size of subdivided polygons is limited, either by minsize or by maxsize, adjacent polygons can subdivide differently such that newly created vertices on their shared boundary do not coincide. In this case, some pixels at their shared boundary may not be scan converted by either polygon. Incorrect specification of either maxz or minsize can result in near- infinite polygon subdivision. To avoid the resulting poor graphics system response, IRIS-4D VGX models do not subdivide polygons whose SS_DEPTH subdivision would result in more than 2000 slices.