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Group: Ann-Reply ... Reply to Announce group [web-public] | ||
Maxim: 27-Oct-2010 | henrik yes. the openGL CGR use the "container" rendering mode which allocates a windows control from scratch and adds it to the window. then when you call show, it gets notified of the change in size and automatically updates the control and gl viewport & camera | |
Pekr: 27-Oct-2010 | Two consecutive runs cause following: >> do %opengl-complex-tree.r3 Script: "Untitled" Version: none Date: none Script: "Untitled" Version: none Date: none IMPORTING LIBS CANNOT SET CGR LIB MORE THAN ONCE (cgr_opengl.dll) ==================================== OpenGL CGR initialization: registering polygon primitive register-primitive() [ valid-prim?() [ ] cgr-name() [ OpenGL ] ] ==================================== Script: "Untitled" Version: none Date: none then it stops for a while, then it shows window, and outputs other stuff to console .... | |
Maxim: 27-Oct-2010 | on my system tree-heavy averages 8fps at any window size. the reason its this slow is that I'm not using any kind of smart opengl video ram caching atm. this will obviously be done in time... for now I still need to implement things like a real camera primitive, lights and materials. | |
Cyphre: 27-Oct-2010 | Maxim, it works for me now, cool. Some notes: -The usage/interface seems to me too clunky. Better would be something like: append win make gob! [ offset: ... size: ... data: context [ renderer: 'opengl ] draw: [trinagle ... sphere ... whatever] ;your 3d dialect here ] And that's it IMO there is no need for other 'bloat' around. -Since you are proposing the CGR philosophy: 1.is it possible to use more than one gl-gob ? I tried just a quick attempt but it failed for me. 2. is it possible to compose normal gobs together with the gl? I had no luck with this either. Regarding the performance: I don't think there is anything to comment at the moment because you are just using the raw/built-in OpenGL abilities (same stuff we did with Ladislav and Cal 5 years ago in R2). So talking here about FPS or number of polygons has the same information as saying: "I have older/newer gfx card" The fps is not related to the current code...everything is just direct HW executed calls. | |
Maxim: 27-Oct-2010 | in the current stat of the host-kit and rebol architecture in general: --------------------------- 1) I cannot use data, since that is being used by r3_gui.r3 so it has in effect become a reserved word which we can't use. 2) if I use gob/draw, then I am in fact trying to hijack the meaning of draw gob... an AGG draw block. 3) the current gob! API is very limited because it was shrunk to handle a very specific use case. I can't really play around with anything cause it just breaks up real quick (I tried). 4) the CGR API doesn't have a scene dialect yet, but that is just high-level use. if you look at the code, its 4 lines of code to have an openGL high-rez model viewable in a window... I hardly consider that bloat. 5) using commands to manage a real life scene with several thousand animated, deforming objects and scene changes, is a nice dream. it doesn't work in practice since just managing the thousands of blocks this requires ends up eating a way a sizeable part of the CPU and ram. 6) data marshalling is heavy, REBOL datatype access is heavy, datatypes use A LOT of ram, and the GC is extremely intrusive, CGRs solve all of this while still making the high-level interface easy as pie. 7) primitives are more than just dead weight they allow direct access to/from rebol and the CGR itself. they are the *low* level interface which can be used directly or directed by the use of a dialect later. the difference from AGG is that these structures are persistent for many reasons, which will be much clearer in the future. 8) CGRs are not only for 3d graphics, but for any rendering. primitives are a generic container to access/construct any rendering engine in the same way. ie. all CGR will use the same core cgr dialect. 9) the code does support multiple cgr gobs, but it might have bugs... I didn't even try it yet... I was busy getting this stable and released asap. 10) The opengl-cgr currently doesn't integrate into the view compositing, since that instantly *kills* rebol. I mean... totally. 500x500 a 30fps... = 100% cpu just blitting graphics (not even opengl rendering). opengl-cgr uses the container mode, which actually uses up a sub-window (like every single construct in windows) and allows system double buffering in that area. 11) CGRs are compatible with all other gobs, though they must be built to support the internal gfx pipeline by using the compositor or image rendering modes. That is how I started and it was quickly obvious how un feasible it was for opengl. 12) rendering performances ARE very implementation specific. using show instead of cgr-refresh on the display loop will show a performance penalty anywhere from 10-1000% (depending on nested gob depth & size). If I didn't create internal data for the models, the large tree example would run much slower, if I used commands to call every opengl call in the large tree example, it would likely take several seconds a frame even with hw support. in the future: ---------------------------- -there will be (hopefully) a small number of changes to the host-kit which will allow 1, 2, 3 to be resolved in a more natural REBOL feel... this current implementation actually highlights those needs and you where quick to point them out :-) -concurrency requires a bit more sophisticated structures to prevent locks, using the current design I solve some (though not all, yet) of the requirements for true concurrency, and this directly relates to issues and/or decisions in 5, 6, 7 & 8 -my goal is to have a high-performance rendering engine which isn't bound by any inherent design incompatibilities between REBOL and optimised native code, especially if the engine has access to hardware in parralel to the interpreter. when i look at all the current games out there and they slow down even using only compiled code and sometimes not even really complex scenes, I don't want to fall into the trap of adding an additional layer of slowness which is to have the interpreter doing the renderer's job. -I'm not trying to make a "cool" rebol plugin... I am trying to make an engine which is optimisized to run within REBOL. the idea being not to help out rebolers per say, but to attract people with rendering needs TO REBOL because it has a high-perfomance engine *built-in* to which you can graph any actual renderer (DX, OpenGL, video frame buffers, etc). -did I mention I want to make an AGG CGR ? ;-) | |
Maxim: 27-Oct-2010 | ati always had less than optimal opengl support | |
Cyphre: 28-Oct-2010 | Hey Maxim, just a quick reply... re 1) IMO that is not good argument. You can use GOB/DATA. It is really easy to change R3GUI rather to change GOB datatype. re 2) Nope. There is no problem to have the current GOB/DRAW dialect for 3D commands. The current DRAW is completelz flexible and can be enhanced. Also if you are proposing abstracted way for 'renderers' then it shouldn't matter if you are rendering 2D or 3D objects so no need to have different dialects just because of 2D or 3D behaviour (see the OpenGL api, it is also mixed) re 3) not sure what you are missing on the GOB! datatype..Can you clarify? re 5) I disagree here: the 3D dialect is way to go. It should be possible to do a direct commands calls for simple things and use vertex arrays and other advanced features for bigger things. I don't see any problem why this couldn't be done by command dialect. re 6) to 12) and the rest: I'm not trying to make a cool" rebol plugin..." - so I hope you won't propose this Carl to put into the official HostKit distro :-P The more you talk about your design the more it looks you are missing the point of Rebol need for HW acceleration in more generic sense. Don't take it personally, but your approach looks like just yet-another-opengl binding extension that every other language have. Until that I thought you are planning to do it in a more 'rebolish' way but nevermind, at least it is clear now. In any way I wish you good luck with your extension! ;) BTW I think It's time to dust off my OpenGL accelerated R3 prototype soon... http://cyphre.mysteria.cz/tests/agg-hw.png(And it will work on *all* gfx cards made in the last 5 years ;)) | |
AdrianS: 28-Oct-2010 | I've used this card with a bunch of other 3D demos and with Processing (processing.org) and the OpenGL support seemed to be very good - must be something specific to the way you set things up, I would think | |
Maxim: 28-Oct-2010 | Adrian you are having a very strange problem. the actual OS and opengl code being called is textbox 1.1 OpenGL I will try to look into it, though with the little I've seen the 5xxx series ATI cards do come up often has being "troublemakers" in OpenGL dev, though by all accounts the 10.10 drivers seem to cure problems for most users. now I'm not downplaying that its something in my code, its possible there is a little something to add explicitely to make your card work which is done implicitely on other setups... if you don't mind I'll use you to test anything I can find. you are at the opposite end of my setup, mobile nvidia card running on 32 bit xp. | |
Maxim: 28-Oct-2010 | its a brown torus: http://www.pointillistic.com/open-REBOL/moa/files/opengl-torus.png | |
Gregg: 28-Oct-2010 | %opengl-test.r3 ran fine. %opengl-simple-test.r3 crashed after a few seconds: @** Script error: cannot access window in path event/window/data ** Where: all -apply- wake-up loop -apply- wait forever catch either either -apply- do ** Near: all [ obj: event/window/data obj: select obj 'handle... Same error for complex tree. Happened on torus too, then I figured it out. The error occurs if I move the mouse over the animated area. Other than that, it looks very cool Max. | |
Maxim: 28-Oct-2010 | gregg, that looks like an older version of the distro... the new files are: opengl-torus.r3 opengl-simple-tree.r3 opengl-complex-tree.r3 also the error looks like something I patched in r3-gui.r3 not handling data-less gobs... did you update/change your r3-gui.r3 in the distro? | |
Maxim: 28-Oct-2010 | just tought I'd post this little code snippet for fun.... here is the smallest running opengl application I've ever seen :-) rebol [] import %opengl-cgr.dll win: make gob! [text: "GL_API TEST" offset: 500x50 size: 300x300 ] append win box: OpenGL-Gob [size: 300x300] make-primitive box 'polygon [shape: [vertices [0 1 0 -1 0 0 1 0 0] faces [ 2 1 0] ] changed: [shape]] view/as-is win | |
Maxim: 9-Dec-2010 | the current version handles multiple 3D view ports and interactive dragging of 3d gobs while they are being animated with practically no performance loss a part for the 2d gob handling. I'll check out Cyphre's OpenGL tests so see how they can be integrated with CGRs so that the complete solution is hardware accelerated. | |
Group: Announce ... Announcements only - use Ann-reply to chat [web-public] | ||
Maxim: 25-Oct-2010 | - MAJOR ANNOUNCEMENT - Custom Gob Renderers : prototype released After weeks of work at various levels, here is the first prototype release of my R3 host-kit running OpenGL in HW. http://www.pointillistic.com/open-REBOL/moa/files/r3-cgr.zip I updated it to A109 this week-end, I also completely rebuilt the file structure so that all of my tools are outside of the host tree. only the actual host-code patches remain within the host. the distribution includes compiled versions as well as the latest R2 2.7.7 unreleased patch. note that the current OpenGL CGR is not currently very programmable a part from giving it polygons to view, you can't change anything. the view will rotate by 1 degre everytime you call show or refresh on it (so it can be used for model turntables). resizing the window resizes the view. notice that full-screen doesn't affect rendering that much. open the readme file for more information also note that the current geometry engine auto-calculates surface normals using face normals, so you'll have a faceted look. next release I'll add support for vertex normals which will allow smooth shading (at no cost). please reply in ann-reply, and report any problems you may have... I'll fix ASAP.Custom Gob RenderersCustom Gob Renderers | |
Group: !REBOL3-OLD1 ... [web-public] | ||
shadwolf: 23-Sep-2009 | maxim that's like if i was asking you to do 3D secenes in XML format because hey man i have thet vid xml-opengl rendering black box that will do the work for you but hey you don't have any control upon the rendering engine | |
BrianH: 29-Sep-2009 | OpenGL, etc. | |
Henrik: 29-Nov-2009 | I'm against changing the name for several reasons: - The name is established. It takes years to re-establish a new name to gain new momentum. Carl's company name needs to change as well. - You need to relate REBOL 2 with <new-language-name>. This requires effort and you'll have to waste a long time explaining this fact. - There are already too many *-script languages out there, which makes AltScript less distinctive. So, is it a Javascript or Applescript derivative or what? Downsides to REBOL: - The name is overused, which is why there are people against the name. - Pronounciation problem. - Pointy-haired boss problem (REBOL? REBEL? Hackertool.) - REBOL is sometimes confused as a COBOL or ALGOL derivative. - Had REBOL been named AltScript in the beginning, there may not have been a problem, but also no distinction. Suggestions: - Tone down the use of the name. Use the name as for a technology engine, rather than something end-users will confront, like DirectX or OpenGL. | |
Maxim: 13-Dec-2009 | Paul, if you've got any questions, I've played around A LOT with the install instructions, since I now have a solutions with 3 projects and inter project dependencies... its the first time I really use visual C, so it wasn't obvious to begin with, but I do understand most of it now. it took me a few hours to get this new setup working with the host, the extensions, my OpenGL extension and the callback thing. I've replaced all the paths by using the various $(...) macros. | |
Group: !Cheyenne ... Discussions about the Cheyenne Web Server [web-public] | ||
Pekr: 29-Jan-2010 | Perphaps next spring - official launch of R3.1, View/OpenGL, Dual licensing, HTC, BlackBerry adopting R3, etc. - good stuff ahead :-) | |
Group: rogle ... REBOL OpenGL/GLut Extension [web-public] | ||
Maxim: 20-Aug-2009 | hi all, I am currently building a wrapper for the OpenGL / GLut libraries to allow R3 apps to access OpenGL natively. | |
Maxim: 20-Aug-2009 | MILESTONE !!! I've got an OpenGL window up and running... called from within REBOL 3 :-) | |
Maxim: 20-Aug-2009 | 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) | |
Maxim: 20-Aug-2009 | the goal is to have an OpenGL gob :-) | |
Maxim: 20-Aug-2009 | first step is to have an image! which is updated from the OpenGL rendering using high-performance memory copy functions from the C side.. | |
Will: 20-Aug-2009 | woot.. this R3.. now I got to learn C, OpenGL, etc.. 8)) | |
Henrik: 20-Aug-2009 | Maxim, I'm sure Carl will love it, if you can provide the same underpinnings for VID via OpenGL as through the current engine. | |
Maxim: 20-Aug-2009 | I also need the OpenGL performance for a huge art project of mine which composites thousands of pictures. | |
Maxim: 20-Aug-2009 | The first REBOL natively Generated OpenGL hardware accelerated graphics. :-D http://www.pointillistic.com/open-REBOL/moa/steel/R3-OGL.png | |
Maxim: 20-Aug-2009 | 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). | |
Group: !REBOL3 Extensions ... REBOL 3 Extensions discussions [web-public] | ||
Maxim: 26-Aug-2009 | OpenGL is display agnostic. you can render stuff in any perspective... or none, if you want. | |
Maxim: 26-Aug-2009 | The only issue is that some devices might not yet have an OpenGL devide installed... smartphones, for example. | |
Maxim: 26-Aug-2009 | IIRC there is a standard called miniGL which is a subset of OpenGL specificaly designed for smaller devices... it should be compilable on anything, even if you don't have hardware 3d AFAIK. | |
Maxim: 26-Aug-2009 | 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... | |
Maxim: 26-Aug-2009 | but my OpenGL extension is not to replace view. Its for gaming, and a totally new GUI experience... | |
Maxim: 26-Aug-2009 | 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. | |
Geomol: 26-Aug-2009 | 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. | |
Maxim: 26-Aug-2009 | AFAIK 2D on openGL is just the fact of using a flat camera (orthogonal perspective) with a camera looking straight down. | |
Geomol: 26-Aug-2009 | 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. | |
Maxim: 16-Sep-2009 | you can simply do a block to struct conversion within the C layer. the extensions docs show how to read and create new blocks, with working examples... you just need to continue from there on. googling how to connect to a dll in real time will give you examples in C, but many dll's which are distributed as tools also come with their equivalent static .lib files so you might not need to do a run-time link to the dll. OpenGL, for example came with both. | |
Maxim: 17-Sep-2009 | the OpenGL, GLut lib, for example, has its own windowing system. so any application can VERY easily create OpenGL apps which respond to keyboard mouse and window events. its ported on all OS, so your code runs just about the same everywhere. If R3 had callbacks, my OGL GLass engine will be ported to all platforms without any extra effort. GLut might not have all the fancy events (I haven't gone over it in detail) but its a good basis to develop, being so easy to use. | |
Maxim: 17-Sep-2009 | the most interesting feature: "Currently OGRE runs on Windows, Linux and Mac OSX using plugins to drive the underlying rendering API (currently Direct3D or OpenGL). Applications use OGRE at the abstract level, thus ensuring that they automatically operate on all platforms and rendering subsystems that OGRE provides without any need for platform or API specific code." and its open source, and the quality of graphics is quite impressive. | |
Maxim: 20-Sep-2009 | Ogre is probably the most complete open source scene engine, which can use both OpenGL and DirectX. | |
Maxim: 20-Sep-2009 | just the fact that you can retarget the whole 3D engine to direct X, OpenGL (or another if you wanted to do so) is really impressive. | |
BrianH: 25-Sep-2009 | Apple is moving rapidly to LLVM because they can't get the GCC project to cooperate. They already use it for iPhone development and OpenGL. Having a path to get to LLVM would be a good thing. | |
BrianH: 25-Sep-2009 | PPC to x86 transition. x86 to x64 transition. OpenGL emulation on old video cards that don't support new features. Instruction set independence for the iPhone. Objective-C support in the front end that can be integrated with their development tools without license restrictions. A development commuunity that will accept their patches. The list goes on. | |
Maxim: 1-Nov-2009 | I did a few tests loading up OpenGL/GLut and it worked without a hitch... waiting for Carl to add a few features before I can continue. screen shot of a rotating cube http://www.pointillistic.com/open-REBOL/moa/steel/R3-OGL.png | |
Maxim: 7-Dec-2009 | I already found a way to make callbacks extension callbacks in the current host distribution, even if nothing in the current rebol native code supports it :-D will be testing this out tonight and will report on this... I hope my idea works. this would reactivate the OpenGL project along with other stuff on the backburner. | |
Maxim: 9-Dec-2009 | jocko, yes and no. ;-) Glass is going to be rebol code only, but its going to be based on rebogl, the OpenGL extension I am currently working on (as I write this). Rebogl its going to be an evolutionary process, starting with simple high-level pre-defined primitives and colors and then will get more and more customisable (deformers, animation, textures, programmable shaders, etc). I am still not sure how the Glass engine will evolve, but there is a good chance that it will be based on the scene graph technology I am working on for the Scream game engine. This has the benefit that Glass can be used to build the interfaces within the games themselves. But it most definitely won't require you to load a complete (and inherently complex) 3d world manager, just to build a window with a form. if possible, I'd like to have window masks, so that the 3D forms can actually live like 3d models direclty on the desktop... so some of the nice 3d feature isn't wrapped within an OS window border. | |
Maxim: 9-Dec-2009 | brian, yes we can add our own devices... in fact, it seems quite easy, and I will probably be adding a DB trigger device within a week or two. :-) the thing is that there aren't any exposed or documented *native* hooks from the host into the core... so far, I've got a callback library (called wire) working which executes rebol code in global context using the Reb_Do_String() r3lib.dll exported function :-) now I just need to use that library within the extension and see how it goes... the moment I have *something* which works... I'll stop improving the hack... from there on, I'll just work on the architecture of the caller and callee, to see how we could make it simple and easy to setup, from the extension and within the application using that extension... generically. the code in between can change completely, it wouldn't actually change the extension or application code (that's the idea anyways)... just a few includes and headers which map how to link to the callback system. I'll also try to build a device, just to see how that can be used instead of callbacks... but I still need to use a callback from the extension in order to access the host... so for now my hack is essential, whatever I do. in this case, I'll be dispatching the GLUT events within the rebol using this architecture... I should have an interactive OpenGL window by tomorrow... crossing my fingers. for now I am busy rebuilding my old OpenGL project within the new cleaned-up MSVS solution I've been working on for 2 days now... there are soooo many properties, its scary and long to setup... especially in this setup where there are several interdependent projects within the solution... but now, at least, when I change stuff at any layer and build, it builds all the stuff correctly in one step... | |
Maxim: 10-Dec-2009 | I successfully used the OpenGL extension with a host I compiled myself :-) | |
Maxim: 10-Dec-2009 | I know have added callbacks to extensions using a little hack with an intermediary dll I built, loaded by the host and any extension that needs to run rebol code. so its fun to know that in the end... we already have ways to tailor the executable to what we need even when it officially doesn't support what you need. :-) obviously we can't do everything, but this little test is already nice. right now I execute code when the OpenGL window is resized.... I will be adding events for mouse clicks and keyboard presses, so I can start interacting with the 3D rendered stuff. yes... R3 is a completely different ball game than R2 :-D | |
Maxim: 12-Dec-2009 | yay! real event model in place and functional for the OpenGL extension... its not a permanent solution but it will do for now.f now the tedious job of creating stubs for a few hundred functions begins! and hopefully by next week the first applications to show this off will be demoable :-) currently, including callbacks which create an object at each refresh, I can't resize the window faster than the engine can redraw it (up to 1440x900, in 32 bit color, with a few shaded polygons ) , and this includes hundreds of lines of rebol being printed in the DOS shell. | |
Carl: 17-Jun-2010 | The main thing: linear command evaluation blocks. The replacement for the delect method. Once that's done, I'll release View, but only with the windowing/event system, not rendering... then, Cyphre can bring the rendering method back online as his time allows. (Or, you can do your own in OpenGL if you feel so inclined.) | |
Carl: 12-Jul-2010 | The code includes some new host source files, for example to handle windowing and the related events. Although this release comes with the AGG sources needed to do the build, note that these sources are pre-GNU versions, so are a bit older. In addition, I suspect Maxim or someone may want to try creating an OpenGL version. Soon, we plan to take a long look at making PAIR! into a float-based point, to allow better control with graphics. This somewhat non-trivial due to the assumptions in code that PAIR! is integer only with truncation for math operations. | |
Maxim: 16-Jul-2010 | in R3 I could go far beyond, actually dumping some of liquid's processing directly in the native side of an extension. in fact, I could use AGG or OpenGL directly without even using gobs or draw blocks since the interface is built by how you link things together and this linking and messaging will automatically fire-off AGG commands, without the need to go through an intermediate. | |
Maxim: 8-Nov-2010 | if you download the OpenGL demo, there is a complete working setup. it has a makefile and a visual studio 2008 setup . it should help you out. | |
Group: !REBOL3 Priorities ... Project priorities discussion [web-public] | ||
Carl: 30-Oct-2009 | I know Maxim likes OpenGL too. | |
Maxim: 19-Nov-2009 | it took me just a few hours to have OpenGL running in an extension.... which includes downloading all the OGL libs, and C compiler and stuff. | |
Group: !REBOL3 Schemes ... Implementors guide [web-public] | ||
Henrik: 7-Jan-2010 | Now soon, GUI work will continue and there are graphics subsystem, OpenGL, etc. Enough work for 4-5 people there alone. | |
Graham: 16-Jan-2010 | yes, OpenGL | |
Maxim: 16-Jan-2010 | as I explained to sunanda, while doing the OpenGL port I decided to build my C code analyzer/compiler/converter to make the process as complete and painless as possible... but I've hit a wall and need a better unit testing engine to complete that and the OpenGL convertion. | |
Maxim: 16-Jan-2010 | honestly I don't know, but its a funded project overall, so it is my current job. which means it will happen for sure. I would love to have some usefull OpenGL stuff working in february. | |
Group: !REBOL3 GUI ... [web-public] | ||
Maxim: 12-Feb-2010 | even for the OpenGL implementation, the next host will make my job easier AFAIK. | |
Cyphre: 3-Mar-2010 | Maxim, no problem, I have not much time either now so feel free to clarify any time later. I was just wondering what you are looking for to satisfy your needs. And of course, you cannot request functionality of big complex 3D systems which are usually fat high-level layers over low level graphics libraries. You should think about the DRAW at the level of graphic library api, not application layer. So I more awaited comparison with OpenGL, DIrectX, Cairo, Qt , Java2d and so on. Anyway, I'm curious about your examples.... Also I don't understand what is so wrong on using dialect as an interface when Rebol should be the case where working with blocks, dialects etc. should be a plus. For example If you prefer interface based on function calls over dialect the I'd like to know what benefits you see in that approach etc. | |
Graham: 14-Jul-2010 | OpenGL | |
Graham: 14-Jul-2010 | rather than enhance AGG 2.4 .. why not move to OpenGL ? | |
Henrik: 14-Jul-2010 | I'm not sure openGL can cover what AGG does and vice versa. | |
shadwolf: 15-Jul-2010 | an extension linkin agg and opengl would be awsome and crazy at same time that's sad the developpement stopped | |
shadwolf: 15-Jul-2010 | can opengl be used the same extends as AGG hum ... opengl have a heavy mechanics and that's not suited in my opinion for 2D fast over face rendering | |
shadwolf: 15-Jul-2010 | the thing is draw and so agg can be used on any widget componing VID and that's a hugde constraint what really sux with opengl are those half assed IHM interface i know glut, x and w32 extension that allows the opengl rendering engine to recive user events and then display on screen in the particular area set for it. Those interfaces are not 1% as fun as VID... Vid is total flexibility. we never did that in vid be you can imagine heavy animation using draw dialect on any kind of preset styled face. I think carl tryed to show that with the animated sliding widget when you open a window in his R3 GUI demo. | |
shadwolf: 15-Jul-2010 | for me doing 2D using opengl always apeared to me as using a nuclear bomb to kill a single poor tiny cute ant ...(ok ant isn't cute...) | |
shadwolf: 15-Jul-2010 | things like transparency could be handled a way faster using opengl | |
shadwolf: 15-Jul-2010 | comparing AGG antialising and opengl antialiasing is like comparing the sun and the moon ... | |
shadwolf: 15-Jul-2010 | but in opengl you don't have a proper way to handle fonts who wants to have flat texels to represent is document or hundreds of png files in memory ... and that where glut and other extensions try to give solutions but the réalisaton is in général ugly. | |
shadwolf: 15-Jul-2010 | but you have an image surface ... wher you can clip any rvb content ... even opengl buffer ? | |
shadwolf: 15-Jul-2010 | i mean you can trop opengl rendering in a file why not traping it to a image buffer and then display it | |
shadwolf: 15-Jul-2010 | was i more clear with that example (taht's the way GTK+ and QT link with opengl you have a specific squared area to clip your opengl rendering in but it's not mixed content | |
Maxim: 14-Sep-2010 | right now I'm busy integrating OpenGL within a gob! :-) | |
Maxim: 14-Sep-2010 | a question... is there a single place where a gob is destroyed (maybe a callback or some method) within the host-kit? just so its more invisible, when I need to detach a gob from the OpenGL rendering context... at this point I have all I need to build an OpenGL gob.. but nothing to get it automatically cleaned up. | |
Cyphre: 14-Sep-2010 | GOB is 'destroyed' by GC AFAIK so you shouldn't rely on that event imo. I don't know details of your implementation but making separate OpenGL context for every GOB doesn't seems to me as a good idea. | |
Maxim: 14-Sep-2010 | the gob will act as a container for an OpenGL context (and viewport). so a single gob! will store the whole 3d scene, not just a single poly/shape. I guess I'll have a command block similar to gob!/draw to define some aspects of a 3D scene (though not everything... since 3D is pretty heavy... probably things will be loadable from ram and disk) | |
Cyphre: 14-Sep-2010 | Yes, this is not so easy to do as you need to always manage the window differently for almost every gfx system. I have in works AGG accelerated using OpenGL using one trick which makes things much easier and still pixel precise. But I need to try convert the pure c++ prototype code into the Hostkit first to see how it behaves in 'real world' usage cases... | |
Maxim: 14-Sep-2010 | the question I am asking myself is if I can have both an OpenGL and Direct gob! in the same window :-D | |
Anton: 14-Sep-2010 | OpenGL and DirectX can give you different rendering capabilities, so I think there is nothing wrong with having both in the same window for comparison side by side. | |
Maxim: 20-Oct-2010 | the reason I am working hard on the R3 OpenGL engine is that I want to be able to display hundreds of thousands of things in real-time, smoothly. | |
Maxim: 20-Oct-2010 | anyhow... back to OpenGL in R3 ;-) | |
Group: !REBOL3 ... [web-public] | ||
Henrik: 4-Feb-2010 | host kit will fix remaining graphics issues, which Cyphre is already preparing. It will also help prepare for a better console for all platforms. Robert and Maxim has done various implementations (OpenGL, SQLite) and are doing general tests. BrianH, I can't remember what he's doing... | |
Maxim: 26-May-2010 | I was able to trigger button & keyboard events from a GLut (OpenGL) window, running arbitrary code like normal view actions. Nice thing is that the errors do not stop the interpreter, just that call to Reb_Do_String() so its like if your code was wrapped within an attempt by default :-) | |
Pekr: 2-Jul-2010 | Good progress anyway. I noticed Twitter message mentions OpenGL. Well, I hope we get VID 3.4 with some nice bunch of styles first :-) | |
shadwolf: 17-Jul-2010 | CPU are not feated with matrix computations because the industry decided that matrix area was such a big thing that they needed a spécific library and a specific hadware extensivly optimised to perform those computations. and so the GPU accellerated enhanced for opengl and DirectX is born.... Now in day the industry use most likely the DirectX because well 90% of the personal computers are windows and that 100% of them support DX so 100% of the sold PC games are done that way... And that allow to cut cost when another company like unreal tech for example make a game engine you buy it and you save alot of time and monney the only thing you will have to do then is to create the specific IHM for your game and all the visual /audio content. then your project time spent is shorted by 2 or 3 years... | |
BrianH: 17-Jul-2010 | AGG is not the best place to put OpenCL support. OpenCL is not very useful for accelerating graphics, and that is what AGG would need. A standalone OpenCL dialect would be more useful. Graphics acceleration uses other APIs, like OpenGL or Direct2D. AGG isn't 3D, so using OpenGL or Direct3D would be equivalent to reimplementing Direct2D on platforms that don't support it. | |
shadwolf: 22-Jul-2010 | could then moonlight and mono be interfaced with other side libraries like opengl can i make a part of my interface as an opengl display etc?? | |
BrianH: 22-Jul-2010 | With Silverlight/Moonlight, you don't need a side interface, it has a GUI. That GUI will be accellerated by OpenGL or whatever is available. With Mono, you can integrate anything. | |
Maxim: 24-Aug-2010 | OpenGL GLUT events are driven by callbacks, which we can now push into REBOL "user space". so for example, you provide an on-key() or on-mouse-down() callback, and you receive the events, directly at the function. | |
Maxim: 19-Oct-2010 | speaking for myself... all of my concerns wrt A108 *are* the changes in the core wrt how they affect extensions. The fact that R3 itself is better is cool, but doesn't really allow me to test anything if I can't actually compile the host-kit against it. though I know how preparing working releases takes time, so I'm probably a bit more patient than Andreas. ;-) I will be starting work on my Custom Gob Renderering A107 R3 host-kit sometime this week. I still have to *complete* the rendering pipeline architecture from end to end (even if its currently very shallow), which is about 80% done. most of what is left is the easy part (the actual OpenGL handling itself) | |
Maxim: 23-Oct-2010 | I'm about to prepare a package which has a working version of openGL in view... | |
Geomol: 15-Jul-2011 | I think about others DLLs, like OpenGL. | |
Geomol: 15-Jul-2011 | Ok, I get this error: >> opengl: import %/System/Library/Frameworks/OpenGL.framework/OpenGL ** syntax error: script is missing a REBOL header: %/System/Library/Frameworks/OpenGL.framework/OpenGL So such DLLs need to be wrapped in some REBOL code, or? | |
Group: ReBorCon 2011 ... REBOL & Boron Conference [web-public] | ||
Kaj: 23-Feb-2011 | We've been working with Karl to get the Boron OpenGL demo working, and it's now set up and smooth |
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