World: r3wp
[AGG] to discus new Rebol/View with AGG
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ICarii 6-Jun-2007 [1074x2] | For example: draw [translate 40x100 clip 0x0 200x200] ;this actually clips 0x0 200x200 rather than the expected 40x100 240x300 |
The main use of this would most probably be with translation and rotation operations | |
BrianH 6-Jun-2007 [1076] | Gobs can be nested. Each gob's children are located and clipped relative to their parent. That may not help with rotation. |
Anton 6-Jun-2007 [1077] | I'm hoping the transform matrices will work recursively, properly, so we can build a hierarchical object, eg. a body with connected arms free to rotate around the shoulder, forearm free to rotate at the elbow, and hand free to rotate at the wrist. For this to be drawn correctly, clipping regions etc. must work locally to the current matrix. |
Cyphre 6-Jun-2007 [1078x5] | transformations on CLIP region coordinates aren't applied at the moment. The problem is that clip can be rectangular so you cannot rotate it. |
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? | |
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