Hey Daniel, Diego, 2010/3/16 Ginsburg, Daniel <[email protected]>: > Thanks for the explanation. Yes, that makes sense and seems to me that it > should work (based on my limited understanding of how Wt works - it would be > good if someone like Koen could confirm it). You are basically saying you are > going to create some Wt Object that provides an interface to load geometry > (and presumably textures?) and then provide a renderer for it using WebGL. I > thought you were talking about exposing the entire WebGL API directly to a Wt > application, but you are more talking about creating a simple scene graph > object.
I have been exploring material on WebGL in the last few days (we finally have a public draft specifcation, yay!) to try to understand what would be the best way to provide this. I think it looks quite exciting ! It seems that you would want to have a C++ API to specify a scene, which ultimately generates a JavaScript function that renders that scene. You should be able to compose a scene from smaller objects / subscenes (applying transformations on the way): a scene and a 3D geometry are essentially the same thing. Then, you will want to have a kind of 3D painter where you can invoke the drawing sequence, setting lightning, camera point of view, perspective, push transformations and paint one or more of these scene objects (which simply calls the corresponding JavaScript function). The idea is that as long as you do not change the scene, you do not need to recompose the JavaScript function that corresponds to it. Finally, we probably want a standard widget that uses client-side JavaScript to manipulate the point of view to be able to explore the scene interactively without requiring updates from the server. I have been using mostly the following tutorial: http://learningwebgl.com/blog/?p=11. Anyone has other recommendations for a tutorial ? Regards, koen ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ witty-interest mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/witty-interest
