Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 8/28/84; site vecpyr.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!bellcore!decvax!genrad!teddy!panda!talcott!harvard!seismo!ut-sally!ut-ngp!lll-crg!vecpyr!greg From: greg@vecpyr.UUCP (Greg Millar) Newsgroups: net.graphics Subject: Re: Is GKS useful for 3D shaded graphics? Message-ID: <107@vecpyr.UUCP> Date: Sat, 29-Dec-84 01:28:43 EST Article-I.D.: vecpyr.107 Posted: Sat Dec 29 01:28:43 1984 Date-Received: Sun, 13-Jan-85 07:58:40 EST References: <562@tty3b.UUCP> <3164@utah-cs.UUCP> Organization: Visual Engineering, San Jose, Calif Lines: 15 > > "Is GKS useful for 3D shaded graphics"? > NO. If you are doing ray tracing, or anything else where you are calculating individual pixels you can use the GKS Cell Array. This buys you device independence (which is one of the big deals of GKS), although depending on the GKS it may have some performance cost. If you just want to pump out polygons of different colors to a device GKS also comes in handy. GKS does not do 3D shaded graphics, but it is useful with 3D shaded graphics. Seems that too many people want graphics standards to do more than they were designed to, but that doesn't mean they should not be used.