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 > > > > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

