Thank you Thomas for this demo.
I hate definitely intel OpenGL. Some simple webgl samples works on my
Ubuntu 10.10 with Chrome 9 but nothing appears for pythonocc samples...
Intel is cheap but Nvidia is stronger ;)
Le 09/02/2011 06:01, Thomas Paviot a écrit :
2011/2/9 Dan Falck <dfa...@frontier.com <mailto: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 <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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