cool!
I'm going to insert a plug here for something related that I have been
working on, and indeed have designed a board in:
http://sourceforge.net/projects/kicadocaml/
Also has an OpenGL interface, also uses vertex lists (or arrays) for
drawing speed + bounding-box culling.
Has push routing, continuity testing, cross-probing, gridless design,
BOM creation, DRC & rat's nest, but none of this is toally reliable
yet (esp. the push routing).  If someone were to ask nicely, I might
try to make the push routing more useful. (as well as a way of opening
gEDA boards? or does someone else want to do this?)
cheers!
Tim

On Sun, Jun 15, 2008 at 11:13 PM, Joshua Boyd <[EMAIL PROTECTED]> wrote:
> On Jun 15, 2008, at 8:27 AM, Peter Clifton wrote:
>>
>> Thanks for looking,  I'm not sure exactly what is required. It will
>> basically be the libraries needed for the GTK version (GTK, GLib
>> etc..),
>> plus GtkGlExt, libGL, libGLU.
>
> Well, as I have time, I'll keep working on getting the dependencies
> ready to give it a shot on Solaris.  None of the linux machines I own
> have any realistic 3D hardware at the moment.  There is an Atom board
> with 945 graphics that catches my eye though.
>
>> I've still got that, I'm not sure how much overhead is associated with
>> gluNewQuadric(), my profiling showed hotspots in actually flushing
>> commands in the GPU ring-buffer.
>
> As I understand it, your quad takes one buffer flush, while each disk
> also takes a flush, so three flushes per call to that ghid function.
> If you combine the single quad and the disks as part of a triangle or
> quad strip, you would reduce your flushing by a two thirds.
>
>> I'm not sure, but what does it take the Z-coordinate to be if we don't
>> specify it? (Does it stay at the last Z vertex value, 0)?
>
> The z value is 0.  As I said though, this could end up making no real
> difference, but I still think it would be cleaner.
>>
>>> They mention vertex buffer objects,
>>> that I think that may not be the most backwards compatible, but I
>>> don't know how far back you want to support.  Personally, I like to
>>> keep 1.2 supported as much as I can.  I'd hold out for 1.0, but
>>> working with textures in 1.0 is too painful.
>>
>> Is that the same as vertex lists? That might help if we can stamp out
>> the same triangles again and again for doing vias and pads etc., but
>> we'll have to add some some caching mechanism.
>
> vertex buffer objects are related to vertex lists, but with some
> additional abilities.  They are newer than I'm used to working with.
>
> Once you fix up a few easy things, geometry caching is probably where
> you will have to look for additional performance.
>
>
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