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GL_EXT_vertex_weighting
    EXT_vertex_weighting
Name Strings
    GL_EXT_vertex_weighting
Contact
    Mark J. Kilgard, NVIDIA Corporation (mjk 'at' nvidia.com)
Notice
    Copyright NVIDIA Corporation, 1999, 2000.
Status
    Discontinued.
    NVIDIA no longer supports this extension in driver updates
    after November 2002.  Instead, use either ARB_vertex_program &
    NV_vertex_program.
Version
    NVIDIA Date: January 3, 2003
    $Date$ $Revision$  
Number
    188
Dependencies
    None
    Written based on the wording of the OpenGL 1.2 specification but not
    dependent on it.
Overview
    The intent of this extension is to provide a means for blending
    geometry based on two slightly differing modelview matrices.
    The blending is based on a vertex weighting that can change on a
    per-vertex basis.  This provides a primitive form of skinning.
    A second modelview matrix transform is introduced.  When vertex
    weighting is enabled, the incoming vertex object coordinates are
    transformed by both the primary and secondary modelview matrices;
    likewise, the incoming normal coordinates are transformed by the
    inverses of both the primary and secondary modelview matrices.
    The resulting two position coordinates and two normal coordinates
    are blended based on the per-vertex vertex weight and then combined
    by addition.  The transformed, weighted, and combined vertex position
    and normal are then used by OpenGL as the eye-space position and
    normal for lighting, texture coordinate, generation, clipping,
    and further vertex transformation.
Issues
    Should the extension be written to extend to more than two vertex
    weights and modelview matrices?
      RESOLUTION: NO.  Supports only one vertex weight and two modelview
      matrices.  If more than two is useful, that can be handled with
      another extension.
    Should the weighting factor be GLclampf instead of GLfloat?
    
      RESOLUTION:  GLfloat.  Though the value of a weighting factors
      outside the range of zero to one (and even weights that do not add
      to one) is dubious, there is no reason to limit the implementation
      to values between zero and one.
    Should the weights and modelview matrices be labeled 1 & 2 or 0 & 1?
      RESOLUTION:  0 & 1.  This is consistent with the way lights and
      texture units are named in OpenGL.  Make GL_MODELVIEW0_EXT
      be an alias for GL_MODELVIEW.  Note that the GL_MODELVIEW0_EXT+1
      will not be GL_MODELVIEW1_EXT as is the case with GL_LIGHT0 and
      GL_LIGHT1.
    Should there be a way to simultaneously Rotate, Translate, Scale,
    LoadMatrix, MultMatrix, etc. the two modelview matrices together?
      RESOLUTION:  NO.  The application must use MatrixMode and repeated
      calls to keep the matrices in sync if desired.
    Should the secondary modelview matrix stack be as deep as the primary
    matrix stack or can they be different sizes?
      RESOLUTION:  Must be the SAME size.  This wastes a lot of memory
      that will be probably never be used (the modelview matrix stack
      must have at least 32 entries), but memory is cheap.
      The value returned by MAX_MODELVIEW_STACK_DEPTH applies to both
      modelview matrices.
    Should there be any vertex array support for vertex weights.
      RESOLUTION:  YES.
    Should we have a VertexWeight2fEXT that takes has two weight values?
      RESOLUTION:  NO.  The weights are always vw and 1-vw.
    What is the "correct" way to blend matrices, particularly when wo is
    not one or the modelview matrix is projective?
      RESOLUTION:  While it may not be 100% correct, the extension blends
      the vertices based on transforming the object coordinates by
      both M0 and M1, but the resulting w coordinate comes from simply
      transforming the object coordinates by M0 and extracting the w.
      Another option would be to simply blend the two sets of eye
      coordinates without any special handling of w.  This is harder.
      Another option would be to divide by w before blending the two
      sets of eye coordinates.  This is awkward because if the weight
      is 1.0 with vertex weighting enabled, the result is not the
      same as disabling vertex weighting since EYE_LINEAR texgen
      is based of of the non-perspective corrected eye coordinates.
    As specified, the normal weighting and combination is performed on
    unnormalized normals.  Would the math work better if the normals
    were normalized before weighting and combining?
      RESOLUTION:  Vertex weighting of normals is after the
      GL_RESCALE_NORMAL step and before the GL_NORMALIZE step.
    As specified, feedback and selection should apply vertex weighting
    if enabled.  Yuck, that would mean that we need software code for
    vertex weighting.
       RESOLUTION:  YES, it should work with feedback and selection.
    Sometimes it would be useful to mirror changes in both modelview
    matrices.  For example, the viewing transforms are likely to be
    different, just the final modeling transforms would be different.
    Should there be an API support for mirroring transformations into
    both matrices?
      RESOLUTION:  NO.  Such support is likely to complicate the
      matrix management in the OpenGL.  Applications can do a
      Get matrix from modelview0 and then a LoadMatrix into modelview1
      manually if they need to mirror things.
      I also worry that if we had a mirrored matrix mode, it would
      double the transform concatenation work if used naively.
    Many of the changes to the two modelview matrices will be the same.
    For example, the initial view transform loaded into each will be the
    same.  Should there be a way to "mirror" changes to both modelview
    matrices?
      RESOLUTION:  NO.  Mirroring matrix changes would complicate the
      driver's management of matrices.  Also, I am worried that naive
      users would mirror all transforms and lead to lots of redundant
      matrix concatenations.  The most efficient way to handle the
      slight differences between the modelview matrices is simply
      to GetFloat the primary matrix, LoadMatrix the values in the
      secondary modelview matrix, and then perform the "extra" transform
      to the secondary modelview matrix.
      Ideally, a glCopyMatrix(GLenum src, GLenum dst) type OpenGL
      command could make this more efficient.  There are similiar cases
      where you want the modelview matrix mirrored in the texture matrix.
      This is not the extension to solve this minor problem.
    The post-vertex weighting normal is unlikely to be normalized.
    Should this extension automatically enable normalization?
      RESOLUTION:  NO.  Normalization should operate as specified.
      The user is responsible for enabling GL_RESCALE_NORMAL or
      GL_NORMALIZE as needed.
      You could imagine cases where the application only sent
      vertex weights of either zero or one and pre-normalized normals
      so that GL_NORMALIZE would not strictly be required.
      Note that the vertex weighting of transformed normals occurs
      BEFORE normalize and AFTER rescaling.  See the issue below for
      why this can make a difference.
    How does vertex weighting interact with OpenGL 1.2's GL_RESCALE_NORMAL
    enable?
      RESOLUTION:  Vertex weighting of transformed normals occurs
      BEFORE normalize and AFTER rescaling.
      OpenGL 1.2 permits normal rescaling to behave just like normalize
      and because normalize immediately follows rescaling, enabling
      rescaling can be implementied by simply always enabling normalize.
      Vertex weighting changes this.  If one or both of the modelview
      matrices has a non-uniform scale, it may be useful to enable
      rescaling and normalize and this operates differently than
      simply enabling normalize.  The difference is that rescaling
      occurs before the normal vertex weighting.
      An implementation that truly treated rescaling as a normalize
      would support both a pre-weighting normalize and a post-weighting
      normalize.  Arguably, this is a good thing.
      For implementations that perform simply rescaling and not a full
      normalize to implement rescaling, the rescaling factor can be
      concatenated into each particular inverse modelview matrix.
    void VertexWeightfEXT(float weight);
    void VertexWeightfvEXT(float *weight);
    void VertexWeightPointerEXT(int size, enum type, sizei stride, void *pointer);
    Accepted by the <target> parameter of Enable:
        VERTEX_WEIGHTING_EXT                0x8509
    Accepted by the <mode> parameter of MatrixMode:
        MODELVIEW0_EXT                      0x1700  (alias to MODELVIEW enumerant)
        MODELVIEW1_EXT                      0x850A
    Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
    GetFloatv, and GetDoublev:
        VERTEX_WEIGHTING_EXT
        MODELVIEW0_EXT
        MODELVIEW1_EXT
        MODELVIEW0_MATRIX_EXT               0x0BA6  (alias to MODELVIEW_MATRIX)
        MODELVIEW1_MATRIX_EXT               0x8506
        CURRENT_VERTEX_WEIGHT_EXT           0x850B
        VERTEX_WEIGHT_ARRAY_EXT             0x850C
        VERTEX_WEIGHT_ARRAY_SIZE_EXT        0x850D
        VERTEX_WEIGHT_ARRAY_TYPE_EXT        0x850E
        VERTEX_WEIGHT_ARRAY_STRIDE_EXT      0x850F
        MODELVIEW0_STACK_DEPTH_EXT          0x0BA3  (alias to MODELVIEW_STACK_DEPTH)
        MODELVIEW1_STACK_DEPTH_EXT          0x8502
     Accepted by the <pname> parameter of GetPointerv:
        VERTEX_WEIGHT_ARRAY_POINTER_EXT     0x8510
Additions to Chapter 2 of the OpenGL 1.2.1 Specification (OpenGL Operation)
 --  Section 2.6.  2nd paragraph changed: 
     "Each vertex is specified with two, three, or four coordinates.
     In addition, a current normal, current texture coordinates, current
     color, and current vertex weight may be used in processing each
     vertex."
 --  Section 2.6.  New paragraph after the 3rd paragraph: 
     "A vertex weight is associated with each vertex.  When vertex
     weighting is enabled, this weight is used as a blending factor
     to blend the position and normals transformed by the primary and
     secondary modelview matrix transforms.  The vertex weighting
     functionality takes place completely in the "vertex / normal
     transformation" stage of Figure 2.2."
 --  Section 2.6.3.  First paragraph changed to
     "The only GL commands that are allowed within any Begin/End pairs are
     the commands for specifying vertex coordinates, vertex colors, normal
     coordinates, and texture coordinates (Vertex, Color, VertexWeightEXT,
     Index, Normal, TexCoord)..."
 --  Section 2.7.  New paragraph after the 4th paragraph: 
     "The current vertex weight is set using 
         void VertexWeightfEXT(float weight);
         void VertexWeightfvEXT(float *weight);
     This weight is used when vertex weighting is enabled."
 --  Section 2.7.  The last paragraph changes from 
     "... and one floating-point value to store the current color index."
     to:
     "... one floating-point number to store the vertex weight, and one
     floating-point value to store the current color index."
 --  Section 2.8.  Change 1st paragraph to say: 
     "The client may specify up to seven arrays: one each to store edge
     flags, texture coordinates, colors, color indices, vertex weights,
     normals, and vertices. The commands" 
     Add to functions listed following first paragraph:
        void VertexWeightPointerEXT(int size, enum type, sizei stride, void *pointer);
     Add to table 2.4 (p. 22):
        Command                     Sizes   Types
        ----------------------      -----   -----
        VertexWeightPointerEXT      1       float
     Starting with the second paragraph on p. 23, change to add
     VERTEX_WEIGHT_ARRAY_EXT:
     "An individual array is enabled or disabled by calling one of
            void EnableClientState(enum array)
            void DisableClientState(enum array)
     with array set to EDGE_FLAG_ARRAY, TEXTURE_COORD_ARRAY, COLOR_ARRAY,
     INDEX_ARRAY, VERTEX_ARRAY_WEIGHT_EXT, NORMAL_ARRAY, or VERTEX_ARRAY,
     for the edge flag, texture coordinate, color, secondary color,
     color index, normal, or vertex array, respectively.
     The ith element of every enabled array is transferred to the GL by calling
            void ArrayElement(int i)
     For each enabled array, it is as though the corresponding command
     from section 2.7 or section 2.6.2 were called with a pointer to
     element i. For the vertex array, the corresponding command is
     Vertex<size><type>v, where <size> is one of [2,3,4], and <type> is
     one of [s,i,f,d], corresponding to array types short, int, float, and
     double respectively. The corresponding commands for the edge flag,
     texture coordinate, color, secondary color, color index, and normal
     arrays are EdgeFlagv, TexCoord<size><type>v, Color<size><type>v,
     Index<type>v, VertexWeightfvEXT, and Normal<type>v, respectively..."
     Change pseudocode on p. 27 to disable vertex weight array for canned
     interleaved array formats. After the lines
            DisableClientState(EDGE_FLAG_ARRAY);
            DisableClientState(INDEX_ARRAY);
     insert the line
            DisableClientState(VERTEX_WEIGHT_ARRAY_EXT);
     Substitute "seven" for every occurrence of "six" in the final
     paragraph on p. 27.
 --  Section 2.10.  Change the sentence: 
    "The model-view matrix is applied to these coordinates to yield eye
     coordinates."
     to:
     "The primary modelview matrix is applied to these coordinates to
     yield eye coordinates.  When vertex weighting is enabled, a secondary
     modelview matrix is also applied to the vertex coordinates, the
     result of the two modelview transformations are weighted by its
     respective vertex weighting factor and combined by addition to yield
     the true eye coordinates.  Vertex weighting is enabled or disabled
     using Enable and Disable (see section 2.10.3) with an argument of
     VERTEX_WEIGHTING_EXT."
     Change the 4th paragraph to:
     "If vertex weighting is disabled and a vertex in object coordinates
     is given by ( xo yo zo wo )' and the primary model-view matrix is
     M0, then the vertex's eye coordinates are found as
        (xe ye ze we)'  =  M0 (xo yo zo wo)'
     If vertex weighting is enabled, then the vertex's eye coordinates
     are found as
        (xe0 ye0 ze0 we0)'  =  M0 (xo yo zo wo)'
        (xe1 ye1 ze1 we1)'  =  M1 (xo yo zo wo)'
        (xe,ye,ze)' = vw*(xe0,ye0,ze0)' + (1-vw) * (xe1,ye1,ze1)'
        we = we0
     where M1 is the secondary modelview matrix and vw is the current
     vertex weight."
 --  Section 2.10.2  Change the 1st paragraph to say: 
     "The projection matrix and the primary and secondary modelview
     matrices are set and modified with a variety of commands. The
     affected matrix is determined by the current matrix mode. The
     current matrix mode is set with
        void MatrixMode(enum mode);
     which takes one of the four pre-defined constants TEXTURE,
     MODELVIEW0, MODELVIEW1, or PROJECTION (note that MODELVIEW is an
     alias for MODELVIEW0).  TEXTURE is described later.  If the current
     matrix is MODELVIEW0, then matrix operations apply to the primary
     modelview matrix; if MODELVIEW1, then matrix operations apply to
     the secondary modelview matrix; if PROJECTION, then they apply to
     the projection matrix."
     Change the 9th paragraph to say:
     "There is a stack of matrices for each of the matrix modes.  For the
     MODELVIEW0 and MODELVIEW1 modes, the stack is at least 32 (that is,
     there is a stack of at least 32 modelview matrices). ..."
     Change the last paragraph to say:
     "The state required to implement transformations consists of a
     four-valued integer indicating the current matrix mode, a stack of
     at least two 4x4 matrices for each of PROJECTION and TEXTURE with
     associated stack pointers, and two stacks of at least 32 4x4 matrices
     with an associated stack pointer for MODELVIEW0 and MODELVIEW1.
     Initially, there is only one matrix on each stack, and all matrices
     are set to the identity.  The initial matrix mode is MODELVIEW0."
 --  Section 2.10.3  Change the 2nd and 7th paragraphs to say: 
     "For a modelview matrix M, the normal for this matrix is transformed
     to eye coordinates by:
        (nx' ny' nz' q') = (nx ny nz q) * M^-1
     where, if (x y z w)' are the associated vertex coordinates, then
            /  0,                     w= 0
            |
        q = |  -(nx ny nz) (x y z)'                        (2.1)
            |  --------------------,  w != 0
            \          w
     Implementations may choose instead to transform (x y z)' to eye
     coordinates using
        (nx' ny' nz') = (nx ny nz) * Mu^-1
     Where Mu is the upper leftmost 3x3 matrix taken from M.
     Rescale multiplies the transformed normals by a scale factor
        ( nx" ny" nz" ) = f (nx' ny' nz')
     If rescaling is disabled, then f = 1.  If rescaling is enabled, then
     f is computed as (mij denotes the matrix element in row i and column j
     of M^-1, numbering the topmost row of the matrix as row 1 and the leftmost column
     as column 1
                                1
               f =    ---------------------------
                      sqrt(m31^2 + m32^2 + m33^2)
     Note that if the normals sent to GL were unit length and the model-view
     matrix uniformly scales space, the rescale make sthe transformed normals
     unit length.
     Alternatively, an implementation may chose f as
                                 1
               f =     ---------------------------
                       sqrt(nx'^2 + ny'^2 + nz'^2)
     recomputing f for each normal.  This makes all non-zero length
     normals unit length regardless of their input length and the nature
     of the modelview matrix.
     After rescaling, the final transformed normal used in lighting, nf,
     depends on whether vertex weighting is enabled or not.
     When vertex weighting is disabled, nf is computed as
            nf = m * ( nx"0  ny"0  nz"0 )
     where (nx"0 ny"0 nz"0) is the normal transformed as described
     above using the primary modelview matrix for M.
     If normalization is enabled m=1.  Otherwise
                                 1
               m =     ------------------------------
                       sqrt(nx"0^2 + ny"0^2 + nz"0^2)
     However when vertex weighting is enabled, the normal is transformed
     twice as described above, once by the primary modelview matrix and
     again by the secondary modelview matrix, weighted using the current
     per-vertex weight, and normalized.  So nf is computed as
            nf = m * ( nx"w  ny"w  nz"w )
     where nw is the weighting normal computed as
            nw = vw * ( nx"0  ny"0  nz"0 ) + (1-vw) * (nx"1 ny"1 nz"1)
     where (nx"0 ny"0 nz"0) is the normal transformed as described
     above using the primary modelview matrix for M, and (nx"1 ny"1 nz"1) is the
     normal transformed as described above using the secondary modelview matrix for
     M, and vw is the current pver-vertex weight."
 --  Section 2.12.  Changes the 3rd paragraph: 
     "The coordinates are treated as if they were specified in a
     Vertex command.  The x, y, z, and w coordinates are transformed
     by the current primary modelview and perspective matrices. These
     coordinates, along with current values, are used to generate a
     color and texture coordinates just as done for a vertex, except
     that vertex weighting is always treated as if it is disabled."
Additions to Chapter 3 of the OpenGL 1.2.1 Specification (Rasterization) 
    None
Additions to Chapter 4 of the OpenGL 1.2.1 Specification (Per-Fragment Operations
and the Framebuffer) 
    None
Additions to Chapter 5 of the OpenGL 1.2.1 Specification (Special Functions) 
    None
Additions to Chapter 6 of the OpenGL 1.2.1 Specification (State and State Requests)
    None
Additions to Appendix A of the OpenGL 1.2.1 Specification (Invariance)
    None
Additions to the AGL/GLX/WGL Specifications
    None
GLX Protocol
    A new GL rendering command is added. The following command is sent
    to the server as part of a glXRender request:
        VertexWeightfvEXT
            2  8        rendering command length
            2  4135     rendering command opcode
            4  FLOAT32  weight0
    To support vertex arrays, the DrawArrays rendering command (sent via
    a glXRender or glXRenderLarge request) is amended as follows:
    The list of arrays listed for the third element in the ARRAY_INFO
    structure is amended to include:
                0x850c         j=1        VERTEX_WEIGHT_ARRAY_EXT
    The VERTEX_DATA description is amended to include:
       If the vertex weight array is enabled:
       ws            LISTofBYTE        vertex weight array element
       wp                              unused, wp=pad(ws)
    with the following paragraph amended to read:
    "where ns, cs, is, ts, es, vs, ws is the size of the normal, color,
    index, texture, edge, vertex, and vertex weight array elements and
    np, cp, ip, tp, ep, vp, wp is the padding for the normal, color,
    index, texture, edge, vertex, and vertex weight array elements,
    respectively."
Errors 
    The current vertex weight can be updated at any time.  In particular
    WeightVertexEXT can be called between a call to Begin and the
    corresponding call to End.
    INVALID_VALUE is generated if VertexWeightPointerEXT parameter <size>
    is not 1.
    INVALID_ENUM is generated if VertexWeightPointerEXT parameter <type>
    is not FLOAT.
    INVALID_VALUE is generated if VertexWeightPointerEXT parameter <stride>
    is negative.
New State
(table 6.5, p196)
Get Value                   Type    Get Command     Initial Value   Description     Sec Attribute
---------                   ----    -----------     -------------   -----------     --- ---------
CURRENT_VERTEX_WEIGHT_EXT    F       GetFloatv       1               Current         2.8 current
                                                                     vertex weight
(table 6.6, p197)
Get Value                           Type    Get Command     Initial Value   Description                     Sec Attribute
---------                           ----    -----------     -------------   -----------                     --- ---------
VERTEX_WEIGHT_ARRAY_EXT              B       IsEnabled       False           Vertex weight enable            2.8 vertex-array
VERTEX_WEIGHT_ARRAY_SIZE_EXT         Z+      GetIntegerv     1               Weights per vertex              2.8 vertex-array
VERTEX_WEIGHT_ARRAY_TYPE_EXT         Z1      GetIntegerv     FLOAT           Type of weights                 2.8 vertex-array
VERTEX_WEIGHT_ARRAY_STRIDE_EXT       Z       GetIntegerv     0               Stride between weights          2.8 vertex-array
VERTEX_WEIGHT_ARRAY_POINTER_EXT      Y       GetPointerv     0               Pointer to vertex weight array  2.8 vertex-array
(table 6.7, p198)
Get Value                   Type    Get Command     Initial Value   Description         Sec      Attribute
---------                   ----    -----------     -------------   -----------         ------   ---------
MODELVIEW0_MATRIX_EXT       32*xM4  GetFloatv       Identity        Primary modelview    2.10.2   -
                                                                    stack
MODELVIEW1_MATRIX_EXT       32*xM4  GetFloatv       Identity        Secondary modelview  2.10.2   -
                                                                    stack
MODELVIEW0_STACK_DEPTH_EXT  Z+      GetIntegerv     1               Primary modelview    2.10.2   -
                                                                    stack depth
MODELVIEW1_STACK_DEPTH_EXT  Z+      GetIntegerv     1               Secondary modelview  2.10.2   -
                                                                    stack depth
MATRIX_MODE                 Z4      GetIntegerv     MODELVIEW0      Current matrix mode  2.10.2   transform
VERTEX_WEIGHTING_EXT        B       IsEnabled       False           Vertex weighting     2.10.2   transform/enable
                                                                    on/off
    NOTE:  MODELVIEW_MATRIX is an alias for MODELVIEW0_MATRIX_EXT
           MODELVIEW_STACK_DEPTH is an alias for MODELVIEW0_STACK_DEPTH_EXT
New Implementation Dependent State
    None
Revision History
    12/16/2000 amended to include GLX protocol for vertex arrays
    5/25/2000 added missing MODELVIEW#_MATRIX_EXT token values
    1/3/2003 changed status to "discontinued"
Implementation Support
   List of OpenGL implementations supporting the GL_EXT_vertex_weighting extension
Original File
   Original text file for the GL_EXT_vertex_weighting extension
Page generated on Sun Nov 20 18:37:50 2005