I am attempting to capture 3D geometries from OpenGL applications for re-use in an art and animation context, and am wondering if Mesa could be a useful tool for this.
I have been developing and testing a "DLL Proxy" on MS windows that captures, and forwards OpenGL calls from the application to the system's OpenGL32 library, and outputs 3D object files on the side, representing a single frame of rendering.  This has worked well, until I encountered applications that use Shader/Vertex Programs to actually do the modelview transformations on vertices.

So, I guess I have two questions about mesa:

1) Would the Mesa code for compiling/interpreting/evaluating vertex programs against a set of vertices be easily re-usable by my DLL proxy?

2) If I were to scrap the DLL Proxy approach and just hack Mesa, is there a single place in Mesa that I could add some code to output all the 3D vertices/faces after all modelview and vertex program transformations, but before schmeared into the 2D raster?


Assumption for Q2: Mesa should be able to handle all the OpenGL calls for OpenGL-using apps on windows, right?  I couldn't test it because when trying to compile with MSVC6.0 I get the following errors:

C:\Documents and Settings\...\Mesa-6.4.1\src\mesa\swrast\s_tritemp.h(1159) : error C2275: 'GLuint' : illegal use of this type as an _expression_
       ../../../../include\GL/gl.h(155) : see declaration of 'GLuint'


thanks a ton,
Mike

-- 
Michael Frumin
R&D Technical Director

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