heh, first osgVRPN, now osgNVPR :-) That said, this is quite an interesting extension.
-- mew On Thu, Aug 4, 2011 at 2:23 PM, Jeremy Moles <[email protected]> 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 > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

