On 17/03/2010 1:00 PM, Diego Cantor wrote:
> On 2:59 PM, Koen Deforche wrote:
>
>> 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. Anyone has other recommendations
>> for a tutorial ?
>>
>> Regards,
>> koen
>>
>>
>>
>>
> Hello Koen,
>
> As Daniel also suggested, I think it is worth to explore API's like
> SceneJS (www.scenejs.org) and GLGE (www.glge.org) which work on top of
> WebGL. Otherwise, programming is just tedious.
>
> I agree that exploring the scene interactively should be local to the
> client-side. However there should be a method to "push" new information
> into the scene as result of a server-side process. For instance if you
> are in a game and a new player enters the game you should be able to
> "see" it. (makes sense?)
>
> I think this kind of live update could be done with ajax(?)
>
> Cheers,
>
> Diego
>
>
>
>
>
>
>
>
>
>
>
>
--
Diego Cantor-Rivera
Ph.D.Student in Biomedical Engineering, University of Western Ontario
Imaging Research Laboratories, Robarts Research Institute
P.O. Box 5015, 100 Perth Drive, London, ON, Canada N6A 5K8
email: dcantor <at>imaging.robarts.ca
Visit me at: http://bit.ly/dcantor/ <http://bit.ly/dcantor>
------------------------------------------------------------------------------
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