Very cool !! ;) On 31 January 2011 13:51, Thomas Paviot <tpav...@gmail.com> wrote:
> I uploaded a new video to youtube, with a few improvements: > - Phong material rendering > - Pan/Zoom features > > The video shows the 'cylinder head' (from opencascade website: > http://www.opencascade.org/showroom/shapegallery/gal4/), rendered in > Firefox 4 Beta 10: > > http://www.youtube.com/watch?v=gkfgpkXyt0k > > I'm about to upload the files so that you can test it online. > > Thomas > > 2011/1/28 Thomas Paviot <tpav...@gmail.com> > > 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 >> >> >> > > > _______________________________________________ > Pythonocc-users mailing list > Pythonocc-users@gna.org > https://mail.gna.org/listinfo/pythonocc-users > > -- Best regards, Paul Printbot3d Skype: print3dd Visit us soon www.printbot3d.com
_______________________________________________ Pythonocc-users mailing list Pythonocc-users@gna.org https://mail.gna.org/listinfo/pythonocc-users