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[AGG] to discus new Rebol/View with AGG

Steeve
21-Nov-2008
[1253x9]
but to intercativly move or deform a draw block, i need to construct 
a serie of handles (gobs) at some calculated points. and so it's 
currently a tragedy to have to simulate the draw engine to get th
... to get th
... to get these coordinates.
i don't know if i'm clear....
in fact it would be the same feature than in parsing
offset: (to get the cur
...the current offset)
a set-word!
another question: in the current alpha, the matrix command seems 
not working like anounced in the wiki, is it normal ?
Henrik
22-Nov-2008
[1262]
Steeve, if you can make some examples with the matrix command, we 
can make an entry in the bug tracker.
Steeve
24-Nov-2008
[1263]
i have no examples, it doesn't work at all
Henrik
25-Nov-2008
[1264x2]
Steeve, can you try it also in the public R3 release?
Sorry, it seems that you are.
shadwolf
4-Jan-2009
[1266x7]
well My svg engine is working and got trouble only with matrix calulations 
due to an odd bug in the adapted version. Next i don't like the way 
my SVG works  I wish to be able to do it  in plain parse way (My 
method in not really elegant but it works fine  in most cases SVG 
is an XML file so the XML data is converted to REBOL  objects using 
parse and then i process those objects to convert into draw/Agg instructions). 
That was the fastest way i found at that time since what was important 
to me was the result not the beauty of the processing way.
to tell you the truth parse gives me powerfull head haches  ^^ so 
if i can't use it I don't use it ... I know that's bad !!
http://shadwolf.free.fr/svg-demo-shad06.ris the lastest version 
of my SVG engine. Well in fact parse gives me head haches only when 
i have to parse XML  datas ...
since someone was enough kind to write a XML2object script why not 
reusing it for such a purpose  ^^
what i like too is that once you get the conversion to draw dialect 
 done you can keep simply the draw instructions instead of the SVG 
ones  ^^
i done a  guitare notes easy learning  rebol script  using that SVG 
engine (to save some time) http://shadwolf.free.fr/guitare-manche.zip
that show how you can input an svg image and use it to draw on top 
of it  using AGG (we can imagine too animation displaying too etc...)
NickA
4-Jan-2009
[1273]
Nice guitar notes script :)
Maxim
5-Jan-2009
[1274]
yeah really cool  :-)
shadwolf
6-Jan-2009
[1275]
thank you  ^^
Pekr
20-Sep-2009
[1276]
Agg spawns some interesting projects:


Cross GL - slovak library allowing some interesting things - http://www.crossgl.com/index.html


Fog GFX library - CPU instruction optimised AGG "add-on"? library 
from Czech author (author of AsmBlit and BlitJIT)
http://twopixels.blogspot.com/search/label/fog-graphics
Steeve
20-Sep-2009
[1277]
From the CrossGL perspective, application demonstrates:

•	 	 Interactions with Hit Testing (buttons) at any angle and scale


What is missing in our AGG implementation, capturing events from 
gobs (?)  embedded in a draw design.
Maxim
20-Sep-2009
[1278x4]
my R2 Glob engine does it  ;-)
so its something you can build using current engines.
but it should come out of the box... I agree.
I've been lobbying to have individual control over each draw element 
by word reference for years... it would make it so much easier to 
build all graphics apps.
Steeve
20-Sep-2009
[1282]
agree
Maxim
20-Sep-2009
[1283]
and we could extract data FROM the AGG image, like vertice points 
and stuff like that.
Pekr
20-Sep-2009
[1284]
CureCode it :-)
shadwolf
21-Sep-2009
[1285x9]
yeah .... events applyed directly on draw elements or draw able to 
"map" and show directly other graphical organised video layers who 
be so awsome that way from example what is rendered on sub engine 
external like opengl one could then be applyed to a regular vid area 

In one hand you will have an easy way to interface events and on 
the other hand you can map rendering any kind of sub rendering
the idea so far is to be able to show anything using a draw pipeline 
and using events definition native in VID since it's the most accurate 
way so far to manage events.
the idea is to allow then any kind of visual layer to get an embeded 
acces to a VID  window and it's content. we go one stop further then.
(could be video, or 3D animation etc...) AGG will be just the entring 
gate and link for those contents
not having to separate the external graphical library from the main 
graphical library is what all the other widgets library are doing 
for example QT, wxWindows, TK, Gtk+ have all their own plugin and 
related object to embed a sub layer to their own window compositing 
system
on text without the size of each character you can't simulated a 
realistic text motionning. This works greatly with fixed font but 
fixed fonts are not supported on all OSes and they are pretty borring.... 

fixed font system forbid de coders to propose a font selector to 
their users in their programs one of  the feature all the common 
text editor have.
maybe a way to solve this and introducing in the area something new 
could be to map directly events t o draw  text idiom. the way you 
create one and for all a event handler you apply it to the text idiom 
 and any time you use i t in your draw definition then the event 
mapping is avaible.
maxim already said that  about linking external grphical library 
result using image! data type

Maxim
20-Aug
[10...12]	

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 :-)
so i'm glod to be the only freaks around  ^^
Maxim
21-Sep-2009
[1294x3]
yes as you say... an 3D gob using external render should be doable, 
either OpenGL or other engine.
using freetype library directly is also something which would be 
nice, allowing us to wrap fonts into our applications directly.
very important for games, for example.
shadwolf
21-Sep-2009
[1297x2]
yeah or drawing non image based texts ... most of the time in game 
text are all fuzzy small et because of the distance with using AGG 
to draw the text on top of your opengl embeded to VID layer you could 
at no cost  get a stable way to display them
and that will go one step further than using GLUT wich is a very 
minimalistic windows manager
BrianH
21-Sep-2009
[1299]
Freetype isn't that great in countries with software patents.
shadwolf
21-Sep-2009
[1300]
(Glut task is to display and receive events but that's all) ViD has 
a better way to compose window content
Maxim
21-Sep-2009
[1301]
what is the problem with freetype?
shadwolf
21-Sep-2009
[1302]
brianH ... you know the law ... lol  no laws ever forbiden people 
to use their brains as they wanted