Yes! Very nice Thomas. This is the future. No plugins/flash required
to do super interesting things, no real need for qt or wx, platform
independent...
This runs very nice on my linux box with Chrome 9.
Thanks for taking the time to post it.
Dan
On 2/8/11 1:15 AM, Thomas Paviot wrote:
Just uploaded one more demo, as well as a new user interface (pan/zoom).
http://webgl.pythonocc.org
Thomas
2011/2/7 Dan Falck <dfa...@frontier.com <mailto:dfa...@frontier.com>>
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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