Michael Frumin wrote:
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?

Have you looked at OpenGL's feedback feature? It lets you capture OpenGL geometry after it's been transformed to screen space, before rasterization.


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'

Fixed in CVS, I believe. If you go to the website and browse CVS, you can grab the latest version of the file.

-Brian


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