2011/2/9 Dan Falck <dfa...@frontier.com>

>  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...
>
>

In the future, maybe. For now, we're far from the X11 based OCC renderer.
Edges/vertices display has still to be implemented, as well as entity
selection.


> This runs very nice on my linux box with Chrome 9.
>

On my MacOSX machine, I noticed that Firefox 4 Beta 10 webgl renderer is
much better than Chrome9. Smoother animation (the fps rate is almost the
double for certain demos), the rendered geometry seems to be 'blured' in
Chr9. Is it the same under Linux?


> Thanks for taking the time to post it.
>
> Dan
>
>
Thomas


>
>
> 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>
>
>>  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>
>>
>>> 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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