On Fri, 2011-08-05 at 10:11 -0500, Michael Weiblen wrote:
> heh, first osgVRPN, now osgNVPR  :-)
> 
> That said, this is quite an interesting extension.
> 
> -- mew

Hmm, perhaps osgNVPath would be better. :)

> 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
> >
> 
> 
> 


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