World: r3wp
[rogle] REBOL OpenGL/GLut Extension
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Maxim 20-Aug-2009 [8] | graham, This will allow us to do Hardware-accelerated 2D/3D directly from REBOL. |
Graham 20-Aug-2009 [9] | I thought geomol already did something with opengl? |
Maxim 20-Aug-2009 [10x3] | when Carl adds a few little image! enhancements to the extension API, I should be able to use a rebol image! as the interface to get the OpenGL render into rebol, using R3 view. If memcopy works, then it should be VERY fast ( a few hundred images/second AFAICT) |
yes Geomol did, but the limitations of R2 can't make it native... meaning, you don't have access to the binary part of the data and use it directly within normal datatypes. | |
the goal is to have an OpenGL gob :-) | |
Geomol 20-Aug-2009 [13] | Cool! :-) |
Maxim 20-Aug-2009 [14x2] | first step is to have an image! which is updated from the OpenGL rendering using high-performance memory copy functions from the C side.. |
I've been waiting sooooo many years to be able to do just what I am doing now :-) | |
Will 20-Aug-2009 [16] | woot.. this R3.. now I got to learn C, OpenGL, etc.. 8)) |
Maxim 20-Aug-2009 [17] | :-) |
Henrik 20-Aug-2009 [18x3] | Maxim, I'm sure Carl will love it, if you can provide the same underpinnings for VID via OpenGL as through the current engine. |
(and in a few KBs) | |
I'd love to see how 10000 cows performs :-) | |
Maxim 20-Aug-2009 [21x2] | yep... right now I'm working on primitives... shaded cube is the first one... just to show off its in 3D :-) |
with current cards... why not jump directly to a million cows :-D | |
Graham 20-Aug-2009 [23] | only good for games then? |
Maxim 20-Aug-2009 [24] | I need to wait for callback and/or image! specific enhancements to API to make it REBOL controlable |
Graham 20-Aug-2009 [25x2] | Can we have 3D UIs ? |
Anton did a 3D GUI demo ... useful for that? | |
Henrik 20-Aug-2009 [27] | Graham, if it can do what GOBs are doing now, it will be fine for VID3.4. It's a matter of how you design the interface, I suppose. |
Maxim 20-Aug-2009 [28x2] | my use for this is to replace VID, for Elixir OS. which is a fully 3 dimensional interface design. |
buttons really stick out, project shadows, etc... flip the window to see what is behind it, desk surface is liquid... so things can be made to float... with water ripples, etc. | |
Graham 20-Aug-2009 [30] | mimic the iphone? |
Maxim 20-Aug-2009 [31] | I also have a client which needs to visualize genomic data and millions of nodes in space.... so this is the first step to getting that contract :-) |
Graham 20-Aug-2009 [32] | Create my favourite avatar, Max Headroom :) |
Maxim 20-Aug-2009 [33x5] | hehe |
I also need the OpenGL performance for a huge art project of mine which composites thousands of pictures. | |
anyways... screenshot in a few minutes :-: | |
trying to add texture just for the fun of it :-) | |
The first REBOL natively Generated OpenGL hardware accelerated graphics. :-D http://www.pointillistic.com/open-REBOL/moa/steel/R3-OGL.png | |
Henrik 20-Aug-2009 [38x2] | wohoo! :-) |
what does the REBOL source look like? | |
ICarii 20-Aug-2009 [40] | very nice maxim! :) |
Maxim 20-Aug-2009 [41x4:last] | Open GL gfx source is mostly on the C side for now because I'm still playing around with the extension and I can't interact with GLut or OGL until the extension API is expanded a little bit. |
rebol [ title: "test roggle" ] secure [extension allow] r: import %rogle.dll rogl-init [ ] rogl-draw-cube rogl-window ask "..." quit | |
At this point, providing the full capabilities of OpenGL to REBOL seems trivial, once the image! improvements are added to Extensions API. Some form of callbacks would also allow us to use a different window manager than VID (which would make it faster, since we wouldn't need to convert to rebol bitmaps at each frame). | |
(note that the GLut window manager is already available on most OSes, so this makes it even simpler to port, once extensions are ported to other platforms. :-) | |
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