World: r3wp
[AGG] to discus new Rebol/View with AGG
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Cyphre 6-Jun-2007 [1079x4] | Anton: ofcourse you can do nested transformations. You don't CLIP for that. I had no problem to make 'robot arms' etc. in current DRAW. |
ICarii...we could allow only transformation for the CLIP coords though. | |
oops..I meant "only translation" in the last sentence. | |
(BTW I'm thinking to add boolean operations on polygons (at the scanline level) in the R3 so this way you should be able make 'viewport' of any shape.) | |
Maxim 6-Jun-2007 [1083] | yes please do :-) it will make it very easy to build cliping shapes which are often the easiest way to achieve advanced (multipass) fill effects in complex shapes. |
ICarii 6-Jun-2007 [1084] | translation for clip would be nice. I was making a custom card game where clipping was being used repetitively and constantly resetting the clip coords as well as translating the draw commands was rather clunky :) |
ICarii 7-Jun-2007 [1085x2] | the coolness that is AGG/Draw realtime terrain rendering :) http://rebol.mustard.co.nz/terrain.jpg |
bring on R3 and even more speed! :) | |
Graham 7-Jun-2007 [1087] | Is that what your mahjong tiles look like close up?? ;) |
ICarii 7-Jun-2007 [1088x2] | heh - ive been toying with converting some old vb6 terrain stuff i did into rebol for a while |
map readers etc | |
Maxim 7-Jun-2007 [1090x2] | wow, did you do that? |
(terrain rendering?) | |
ICarii 7-Jun-2007 [1092x3] | yeah - a while back i used to toy a lot with terrain rendering. Back in 2001 I downloaded a large set of NASA data (1GB+ maps) and was using them for different rendering tasks. Back then I had to use VB6 and C++ as REBOL didnt have a binary skip :) |
This latest rendering was just a test to see what the triangle speed limits were using a height map and a colour map. | |
The alpha is just a nice bonus :) | |
Maxim 7-Jun-2007 [1095x2] | hehe |
anyhow, its pretty ... is it any fast? | |
ICarii 7-Jun-2007 [1097x3] | its realtime on this pc but this is an AMD64 with 2gb ram etc.. |
ideally id like to implement real 3D rotations rather than isometrics :( | |
guess ill wait for R3 and the vector type | |
Cyphre 7-Jun-2007 [1100] | ICarii: very nice terrain rendering ! |
Louis 7-Jun-2007 [1101] | Yes, really nice! |
Gregg 7-Jun-2007 [1102] | Very nice indeed. |
Maxim 8-Jun-2007 [1103x3] | real time !!! wow. |
ah... just read... not 3d rotations... I guess that is part of the reason for speed. | |
pretty nonetheless :-) | |
ICarii 9-Jun-2007 [1106] | more playing with AGG/Draw - Comic Terrain - http://rebol.mustard.co.nz/comic-terrain.png or for the script - http://rebol.mustard.co.nz/comic-terrain.r Admittedly I am not an artist ;-) |
Gabriele 9-Jun-2007 [1107] | is that for the golf game? :) |
ICarii 9-Jun-2007 [1108x3] | it could be - ive got to catch up with geomol re how he wants to do the drawing :) |
updated the above links with alpine/mixed/lowland forest :) | |
eventually i'll fix the z-order and make the resources statix rather than dynamic | |
Dockimbel 9-Jun-2007 [1111] | Very exciting demo, could you add some terrain scrolling to see how fast we can go with View ? |
ICarii 9-Jun-2007 [1112] | ill add scrolling in now - just finished support for non-square terrains |
PhilB 9-Jun-2007 [1113x2] | Not exactly terrain rendering ..... This screenshot is from a 3D surface drawing program. Surface can be rotated in 3D .... http://farm2.static.flickr.com/1294/537895152_cf3312af08_o.png |
same surface rotated slightly .... http://farm2.static.flickr.com/1321/537895150_a0e70d54bd_o.png | |
ICarii 9-Jun-2007 [1115] | :) What sort of performance are you getting Phil? |
PhilB 9-Jun-2007 [1116] | On my laptop .... I would gues about 5 frames a second ..... depending on how near the surface is to the camera. |
ICarii 9-Jun-2007 [1117x2] | hmm.. one thing that i would like to do when R3 comes out is to make a rebol 3D model viewer with rotation |
although OpenGL plugin would simplify that a thousandfold | |
PhilB 9-Jun-2007 [1119x2] | I did make a start on a 3D object viewer ... it would draw wireframes on 3D objects in the .obj format. |
Most object do contain thousands of faces ... so you dont get great performance. | |
ICarii 9-Jun-2007 [1121x3] | yes - but for 3d tools like wings3D you usually have less than 10000 faces before you export to Maya/Lightwave etc |
i normally use wings3D for the basic shapes then export to subdivide etc | |
is the rotation algorithm quite intensive? | |
PhilB 9-Jun-2007 [1124x2] | I haveent optimisec it ..... for smallish numbers of faces you can get good performance .... (I'm no 3D expert) |
It is processor intensive as it is written entirely in Rebol | |
ICarii 10-Jun-2007 [1126] | Reb Rings Mini MGV released - see announce. Mouse gestures etc. |
ICarii 11-Jun-2007 [1127] | yet another isometric type world renderer - http://rebol.mustard.co.nz/isometric-world.r |
Henrik 11-Jun-2007 [1128] | beautiful |
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