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/
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