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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