Hi Thomas,
Any update on this? I want to zoom and pan :) I think this is another
super cool part of your project.
Thanks,
Dan
On 1/31/11 5:51 AM, Thomas Paviot 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 <mailto:tpav...@gmail.com>>
Dear all,
I've been working for months on the upcoming WebGL technology
(www.khronos.org/webgl/ <http://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
: http://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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