Dear all,

I've been working for months on the upcoming WebGL technology (
www.khronos.org/webgl/). I'm convinced it will bring CAD in another
paradigm.

During this time, I read a lot of doc, specs, benchmarked a few webgl
libraries (GLGE, spidergl, threejs, o3d). And I also had to dive into
javascript (disgusting), CSS (awful) and OpenGL (nightmare).

I uploaded to the repository a very first draft of a script enabling the
export of a TopoDS_Shape to WebGL. The result is an html page that can be
viewed in a web browser supporting the WebGL specs (Chrome 8, Firefox 4 Beta
10, Minefield, Webkit).

Source code is available at : h
ttp://code.google.com/p/pythonocc/source/browse/branches/webgl
Online webgl demo: http://webgl.pythonocc.org
Youtube screencast: http://www.youtube.com/watch?v=0GXbfzWV8qk
Website post:
http://www.pythonocc.org/news/experimental-webgl-renderer-towards-cad-in-a-browser/

The python script takes a TopoDS_Shape and generate a javascript named
'shape.js'. This script is loaded by the html file.

Note that this work is still a draft, and very basic. Of course you're
welcome to download/modify/improve the code, for instance: add shaders,
icons, optimize computations etc.

The html page easily can be served by a simple http server, or a django
instance (or cherrypy or whatelse) to develop an 'HTTP visualization
server'.

>From my tests, using WebGL provides many advantages over OpenGL: the
modeling and rendering processes are separated, there's no need to
install/load an heavy GUI manager, shaders or beautiful effects can easily
be added, WebGL implementations are much better than the OCC one etc.

Hope you'll like it, and much looking forward to reading your
feedbacks/suggestions/questions etc.

Best Regards,

Thomas
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