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[!REBOL3 Extensions] REBOL 3 Extensions discussions

Maxim
26-Aug-2009
[14x2]
OpenGL really is on every serious OS in any case, and the standard 
is very well supported, so that if you target a minimal version of 
OpenGL, your app will be pretty much the same on every OS...
gfx will be a little different pixel wise, but not enough to really 
be an issue, especially if you take a few precautions.
Pekr
26-Aug-2009
[16x2]
I've got impression, that OGL is slowly dying, and feature lacking, 
in comparison to DirectX?
Max - thas is something I don't agree with - turning whole View into 
3D model. You should talk to Cyphre. AGG is pixel precise, 3D stuff 
can differ per GFX card, per driver version. I would accelerate only 
blitting.
Maxim
26-Aug-2009
[18]
Direct X is only windows.
Pekr
26-Aug-2009
[19x3]
Yes, R3 Windows version is only Windows :-) But DirectX is preinstalled 
on all Windows systems, including Mobile me thinks ... Each Host 
layer will differ on particular platforms anyway, no?
I don't mind using OGL, if it means = easily to run anywhere. What 
I don't want is turning View into OGL and then complaining, why does 
my UI looks differently on each gfx card :-)
I thought that it is a "standard", so that everything is supposed 
to look pixel precise on all gfx cards, whereas it seems the situation 
is like with browser - they differ in details ...
Maxim
26-Aug-2009
[22]
but my OpenGL extension is not to replace view.  Its for gaming, 
and a totally new GUI experience...
Pekr
26-Aug-2009
[23x2]
for Gaming, OK then ...
IIRC Flash was facing similar situation - first Flash 10 used HW 
acceleartion, then they shut it down due to incompatiblities, then 
they started to put it back upon user's request. Dunno if I am correct 
here, but I remember something like that ...
Maxim
26-Aug-2009
[25x4]
but Glass will be built exclusively using OpenGL... its going to 
be vastly superior to AGG in what it can do.  never mind pixel details... 
we will have millions of concurrent objects on screen all in real 
time.
I am talking Elixir OS here  :-)
hosted or stand-alone.  with Binary code being controled by the high-level 
master... REBOL
i'd like to target QNX as the kernel but their gfx hardware support 
isn't too good... so its probably going to a linux kernel... but 
without anything else than the HW driver and most basic kernel stuff.
Geomol
26-Aug-2009
[29]
I've got impression, that OGL is slowly dying, and feature lacking, 
in comparison to DirectX?


I don't see that. All *NIXs use OpenGL. OS X GUI is based on OpenGL. 
Playstation 3 use OpenGL (PS1 and PS2 used a proprietary Sony API).

From http://www.opengl.org/

The Khronos(TM) Group, today announced OpenGL(R) 3.2, the third major 
update in twelve months to the most widely adopted 2D and 3D graphics 
API (application programming interface) for personal computers and 
workstations.

It seems, OpenGL is growing.
Pekr
26-Aug-2009
[30]
Maybe I live way too much in Windows world, which is expecting super 
duper DX11 to come to HW near you :-)
Maxim
26-Aug-2009
[31x2]
yess which only a minority of HW in the world support...  since its 
blocked via VISTA.
which basically sucks.
Geomol
26-Aug-2009
[33]
Maxim wrote: "gfx will be a little different pixel wise"


Do you mean, 2D graphics will look at bit different, if using OpenGL?
Pekr
26-Aug-2009
[34]
Geomol - Cyphre told me, that you could map parts of AGG to HW acceleration, 
but then it can look differently on each gfx card/driver ..
Maxim
26-Aug-2009
[35]
anyhow... OGL is the most widely used 3D library in the world... 
all scientific, professional gfx, multi-platform games, and more 
use OGL... and as John says, all 3d not on windows is OGL.
Pekr
26-Aug-2009
[36]
I don't know details of course - we would have to ask Cyphre ...
Maxim
26-Aug-2009
[37]
yes... 2D graphics will look different, depending on the graphics 
themselves.
Geomol
26-Aug-2009
[38]
If you turn any HW filtering off, graphics should look 100% the same, 
as I understand it.
Maxim
26-Aug-2009
[39]
all cards have different pipelines which calculate specific arythmetic 
in different order and with various optimisations.  texture mapping 
algorithms are different, and even the anti-aliasing is done differently 
from one card to another... unless you go with very basic settings 
which are equal on all cards.
Geomol
26-Aug-2009
[40]
But if you use HW to do anti-aliasing and filtering, things can look 
differently.
Maxim
26-Aug-2009
[41]
the coordinate systems don't have the same precision on all cards.
Pekr
26-Aug-2009
[42]
very basic settings
 = better use SW rendering? :-)
Maxim
26-Aug-2009
[43x3]
AFAIK 2D on openGL is just the fact of using a flat camera (orthogonal 
perspective) with a camera looking straight down.
what can happen is that between polygons, some edges will have seams 
on some cards and be very clean on other better cards
in an application I use, there is an artifact where the perspective 
of the camera offsets coordinates in the y of *some* polygons  .... 
very strange bug...
Geomol
26-Aug-2009
[46]
When using a Mac, you look at an OpenGL output. If you use the zoom 
function, there is a key combination to put anti-alias on/off. If 
it's off, you see the correct pixels, as there is in the drawing 
(bitmap). But you're right, if you put in anti-aliasing and other 
effects, it can look different on different hardware.
Pekr
26-Aug-2009
[47x2]
that sucks, no? :-) I thought that  standard is standard :-)
They should submit it to W3C :-)
Maxim
26-Aug-2009
[49]
very basic settings

  means no fancy shader stuff and simple texture use... like geomol 
  says, no filtering, no AA... but that also means blistering fast 
  gfx.
Pekr
26-Aug-2009
[50]
Who cares of blistering fast GFX apart from games, when you can't 
have the same anti-aliased font output on your form? :-)
Maxim
26-Aug-2009
[51x2]
some details like the coordinate precision and various occlusion 
optimisations, being done differently can affect the output... like 
if you superimpose two polygons with the exact coordinates... some 
cards will remove one of the polys... others (most) will cause pixels 
to shift from one poly to the other everytime you refresh... causing 
a very annoying shimering.
well, noting that all OGL antialising is about 2000 times prettier 
than AGG's  I don't mind  ;-)
Geomol
26-Aug-2009
[53]
It is? :-) I thought, AGG did a pretty good job.
Maxim
26-Aug-2009
[54]
but you won't be able to notice the difference in things like form.
Geomol
26-Aug-2009
[55]
http://www.antigrain.com/screenshots/compare_to_xara.gif
Maxim
26-Aug-2009
[56x2]
I've never seen a single font which didn't have at least a single 
letter which was grossely mis-AAed.  often its the s, the o, or the 
e..... they stick out in every word and its annoying.
it depends on the aa filter & sizeyou decide to chose.
Henrik
26-Aug-2009
[58]
Poor looking fonts in R3 are because the AA settings used in R3 are 
not correct. This requires intervention by Cyphre as those settings 
are not exposed in DRAW yet.
Geomol
26-Aug-2009
[59]
I took the image from: http://www.antigrain.com/screenshots/index.html
Maxim
26-Aug-2009
[60x2]
graphics are effectively very clean.
thin fonts really look bad in R2.
Pekr
26-Aug-2009
[62]
Anyway - good times ahead, once Host code is released ... the question 
is - when it is going to happen :-)
Maxim
26-Aug-2009
[63]
in any case, when you build a GUI with OGL, you build in such a way 
that everything scales, cause its sooo easy to do... its in fact 
free... like AGG.  so the fact that a GUI isn't exactly pixel perfect 
is secondary... since often you don't even have the same fonts on 
various OSes  ;-)