I was just thinking the same thing. :) Labels too. Glenn Waldron / Pelican Mapping / @glennwaldron
On Fri, Aug 5, 2011 at 2:56 AM, J.P. Delport <[email protected]> wrote: > Hi Jeremy, > > if this could be combined with osgEarth it would be very cool for overlays. > > rgds > jp > > > On 04/08/2011 21:23, Jeremy Moles wrote: > >> NVidia recently added an extension to their 275+ series of drivers >> called "GL_NV_path_rendering." This turns path (sometimes called vector >> graphics) rendering into first class drawables in OpenGL. Honestly, it's >> one of the coolest things I've seen in a while, and naturally--given my >> interest in OpenGL UIs--I began researching it and putting together a >> NodeKit for OSG. >> >> You can find it (in its infancy) here: >> >> http://osgnvpr.googlecode.com >> >> Run the example thusly: >> >> # osgnvprviewer >> # osgnvprviewer --perspective >> >> ..and notice how that no matter what the resolution, scale, or >> projection, the objects are rendered clear and crisp. There is also >> support for glyphs inside of GL_NV_path_rendering, so I will very soon >> be adding support for this style of text rendering into osgPango (and >> possible, osgText::TextNode). >> >> I've only just begun exploring this, and I'm mainly sending this e-mail >> to see if there is any professional interest in seeing this NodeKit >> mature in a timely fashion. I don't know if this is outside the >> allowable etiquette of the lists, but in full disclosure I'm looking to >> fill some free time by seeking funding for development of by those who >> would not only use these features but could benefit from being able to >> influence their development and pace! If this is inappropriate for the >> lists, just let me know and I'll be sure and keep my peddling to a >> minimum from here on out. :) >> >> At any rate, I'll continue to work on osgNVPR regardless, alongside >> devleopment of osgCairo/Pango/Widget and the recent TextNode submission. >> (Can you see a pattern here? All OSG interface development tools...) >> >> Some notes: >> >> - NV_path_rendering introduces a new kind of rendering "style" for >> its >> path objects. This doesn't map 1:1 to any existing usage of >> osg::Drawable, though I am able to "hijack" the compileGLObjects() >> method to get what I need. :) >> >> - BoundingBoxes are calculated with an extension call, but in order >> to >> use the extension I need a contextID (provided via either a State object >> or RenderInfo object). Unfortunately, these are difficult to "get to" at >> times, so CameraManipulators cannot properly determine a home position >> unless the Path has been compiled. >> >> ______________________________**_________________ >> osg-users mailing list >> osg-users@lists.**openscenegraph.org <[email protected]> >> http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** >> openscenegraph.org<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >> >> > -- > This message is subject to the CSIR's copyright terms and conditions, > e-mail legal notice, and implemented Open Document Format (ODF) standard. > The full disclaimer details can be found at http://www.csir.co.za/** > disclaimer.html <http://www.csir.co.za/disclaimer.html>. > > This message has been scanned for viruses and dangerous content by > MailScanner, and is believed to be clean. > > > ______________________________**_________________ > osg-users mailing list > osg-users@lists.**openscenegraph.org <[email protected]> > http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** > openscenegraph.org<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >
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