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Group: All ... except covered in other channels [web-public] | ||
BrianW: 8-Feb-2005 | switching the search to "opengl" brought this up near the top: http://www.rebol.org/cgi-bin/cgiwrap/rebol/ml-display-thread.r?m=rmlDHPC | |
Group: Core ... Discuss core issues [web-public] | ||
Geomol: 19-May-2006 | I'm using this feature in the OpenGL API, I'm working at. Maybe I could do a late reduce, when accessing the inner blocks. | |
Geomol: 19-May-2006 | I already have some OpenGL examples from the red book of OpenGL running in REBOL syntax. It's funny to see those examples in REBOL with the minor syntax. :-) I have no real idea of performance yet, I need heavier examples for that. | |
Geomol: 19-May-2006 | james, no C syntax. I'm making a REBOL version of the OpenGL API with REBOL syntax. Users will be able to use normal REBOL and call OpenGL functions (with REBOL syntax). | |
JaimeVargas: 19-May-2006 | John, Is your opengl api rendering in a rebol window or face? | |
Geomol: 19-May-2006 | The commands are sent to a C program (task), that'll execute the OpenGL code. So the C program owns the window, not REBOL. | |
Geomol: 20-May-2006 | james, no. It's from 2 different programs. The datastructure is just used in one example. Some OpenGL commands take pointers to datastructures as a parameter. | |
Geomol: 20-May-2006 | You can see the full example here: http://home.tiscali.dk/john.niclasen/OpenGL/GLClient.html First you have the C source, and below that the REBOL source, that'll do the same thing. I first thought about putting a REDUCE in, where vdata is defined, but I've changed my mind. The glVertex3fv function has to reduce it's argument. | |
Geomol: 20-May-2006 | Yes, it should be possible to call my OpenGL functions from an engine like that. That's the sort of things, I'm going to use this for. Only thing is, that the OpenGL window is inside a C execute, so you can't put REBOL controls (view stuff) in there. But you can then just have 2 windows. | |
Geomol: 20-May-2006 | One window with OpenGL output and another window with REBOL buttons etc. to control the thing. | |
Geomol: 17-May-2007 | How widely spread is it? Compiler for OS X, handhelds, alternative OSs? Does it speak with OpenGL and GLUT? What support of sound? | |
Maxim: 16-Jun-2009 | but i need to build the software first, and right now.. that depends (again) on R3... I will be using OpenGL to build the output image setups, then dumping the info to a monstrous image magic process, which in the end might actually process more raw image data than my HD actually can contain. I expect render times in number of days. (4 pictures on a much smaller canvas took more than an hour). | |
Group: View ... discuss view related issues [web-public] | ||
Pekr: 4-May-2008 | not sure. HeartBeat might be TCP related. On my Core 2 duo I am not observing jitter, just not smooth animation. Now remember that Amiga with 7MHz CPU was able to provide us with absolutly smooth scrolling. But Win32API lacks vertical blanking period synchronisation, so I wonder if without DirectX or OpenGL we are able to actually make our situation better ... | |
AdrianS: 31-Aug-2010 | Yeah, looks good - do you have any guess how this would compare with Algodoo (speed-wise) once you're done? It does use OpenGL, but I guess you could too. http://www.algodoo.com/ | |
Maxim: 1-Sep-2010 | I would also like to build my OpenGL extension, now that I have everthing required in the extension API to start work on that. | |
Maxim: 28-Oct-2010 | yI'd look it up on MSDN there might be extra steps to update the transparency in real-time but it is definitely doable, I've seen an animated opengl demo rendering directly over all windows without a window of its own. | |
Group: Parse ... Discussion of PARSE dialect [web-public] | ||
Maxim: 16-Dec-2009 | my goal is to get the host code and OpenGL headers past the parsing phase. once that is done, I'll start work on adding the production phase. I still have to write the pre-processor, but that in fact is pretty straight forward. there are little rules and they are much more static and well defined on the MS web site. | |
Group: Syllable ... The free desktop and server operating system family [web-public] | ||
Kaj: 21-Oct-2009 | Maxim, the OpenGL situation in DirectFB is still quite unclear | |
Kaj: 21-Oct-2009 | DirectFB 2, with OpenGL support, still seems to be just a plan | |
Kaj: 21-Oct-2009 | There's an old OpenGL extension that was revived a year ago and then again not updated. If it works, it probably only supports hardware acceleration on one old video chip | |
Kaj: 21-Oct-2009 | So it looks like for some time to come, you will still need X11 for hardware accelerated OpenGL | |
Kaj: 21-Oct-2009 | Software OpenGL should be possible on SDL, though, for testing or low speed requirements | |
Group: Linux ... [web-public] group for linux REBOL users | ||
Evgeniy Philippov: 26-Jan-2012 | hardware rendering --- it has OpenGL, FrameBuffer and some other no-X ways... i don't know | |
Evgeniy Philippov: 26-Jan-2012 | I mean no-X OpenGL and no-X Framebuffer. Maybe that diagram is misleading but maybe it is not misleading | |
Evgeniy Philippov: 27-Jan-2012 | One of the details I left out in the above overview is how clients actually render under wayland. By removing the X server from the picture we also removed the mechanism by which X clients typically render. But there's another mechanism that we're already using with DRI2 under X: direct rendering. With direct rendering, the client and the server share a video memory buffer. The client links to a rendering library such as OpenGL that knows how to program the hardware and renders directly into the buffer. The compositor in turn can take the buffer and use it as a texture when it composites the desktop. After the initial setup, the client only needs to tell the compositor which buffer to use and when and where it has rendered new content into it. This leaves an application with two ways to update its window contents: 1. Render the new content into a new buffer and tell the compositor to use that instead of the old buffer. The application can allocate a new buffer every time it needs to update the window contents or it can keep two (or more) buffers around and cycle between them. The buffer management is entirely under application control. 2. Render the new content into the buffer that it previously told the compositor to to use. While it's possible to just render directly into the buffer shared with the compositor, this might race with the compositor. What can happen is that repainting the window contents could be interrupted by the compositor repainting the desktop. If the application gets interrupted just after clearing the window but before rendering the contents, the compositor will texture from a blank buffer. The result is that the application window will flicker between a blank window or half-rendered content. The traditional way to avoid this is to render the new content into a back buffer and then copy from there into the compositor surface. The back buffer can be allocated on the fly and just big enough to hold the new content, or the application can keep a buffer around. Again, this is under application control. In either case, the application must tell the compositor which area of the surface holds new contents. When the application renders directly the to shared buffer, the compositor needs to be noticed that there is new content. But also when exchanging buffers, the compositor doesn't assume anything changed, and needs a request from the application before it will repaint the desktop. The idea that even if an application passes a new buffer to the compositor, only a small part of the buffer may be different, like a blinking cursor or a spinner. | |
Evgeniy Philippov: 27-Jan-2012 | In computing, the Direct Rendering Infrastructure (DRI) is an interface and a free software implementation used in the X Window System to securely allow user applications to access the video hardware without requiring data to be passed through the X server. Its primary application is to provide hardware acceleration of the Mesa implementation of OpenGL. It has also been adapted to provide OpenGL acceleration on a framebuffer console without an X Server running. http://en.wikipedia.org/wiki/Direct_Rendering_Infrastructure_(DRI) | |
Kaj: 31-Jan-2012 | As far as I know, DRI requires 3D support. DirectFB supports 2D hardware and drivers. It can be combined with OpenGL | |
Kaj: 31-Jan-2012 | It's quite possible that the OpenGL combination requires DRI | |
Group: AGG ... to discus new Rebol/View with AGG [web-public] | ||
ICarii: 9-Jun-2007 | although OpenGL plugin would simplify that a thousandfold | |
shadwolf: 21-Sep-2009 | 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 | |
shadwolf: 21-Sep-2009 | 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 :-) | |
Maxim: 21-Sep-2009 | yes as you say... an 3D gob using external render should be doable, either OpenGL or other engine. | |
shadwolf: 21-Sep-2009 | 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 | |
Maxim: 22-Sep-2009 | don't know really. but in any case, you don't have to use the library to do the rendering... We can always render them using AGG or OpenGL. as long as we have the coordinates. | |
Group: !RebGUI ... A lightweight alternative to VID [web-public] | ||
Terry: 25-May-2007 | AGG without a dialect? Might as well code in assembly, or openGL | |
Group: Rebol School ... Rebol School [web-public] | ||
Vladimir: 16-Feb-2009 | We'll have some decent openGl implementation... right? :) | |
Kaj: 30-Nov-2011 | Champlain is much more complete and generic, except maybe the GPS track functionality. However, it uses Clutter, so OpenGL, so that must be available on your target platform | |
Marco: 3-Dec-2011 | I don't know where to post this request, so I put it here: I am translating some .h files of useful shared library to rebol ( fmod,sdl,opengl) so if you know of a useful-multiplatform-publi-shared library please give me lonks to binaries, .h files and test programs, thanks. | |
Group: Tech News ... Interesting technology [web-public] | ||
Maxim: 17-Sep-2009 | a tool which scans entire repositories of C/C++ code and builds bindings for various interpreted language... its one of the reasons python gets everything first... its totally integrated into SWIG... for example, SWIG was used to build the python OpenGL binding. its just a question of getting the .h or the sources. and then saying... I want to use it in [select language]. | |
Henrik: 17-Sep-2009 | I guess you would build extensions per DLL. one for openGL, one for SQLite, one for audio, etc. no crisscrossing? | |
Maxim: 17-Sep-2009 | exactly... in fact, OpenGL provides the .lib files directly, so you in fact compile your own OpenGL DLL directly... no need to double reference the DLL :-) | |
Pekr: 19-Mar-2010 | Taken from OS News (credit: Kroc Camen): Google's Native Client (NaCl) is a browser technology to deliver native x86 binaries to users on Windows, Mac and Linux. Whilst this bridges the gap between modern JavaScript speeds and native binaries, portability is limited and that's especially important on the web where there's greater device diversity than on the desktop. Google are announcing that NaCl now also supports x86-64 and ARM. In addition to this Google are also announcing the ANGLE project, an open source compatibility layer to map WebGL (OpenGL ES for the web) to DirectX calls for Windows systems without an OpenGL library. http://www.osnews.com/story/23021/Native_Client_Portability_Almost_Native_Graphics_Layer_Engine | |
Oldes: 5-Sep-2011 | Finally - http://developer.nvidia.com/content/accelerated-path-rendering-opengl-nvidia-path-rendering-sdk | |
Group: !REBOL3-OLD1 ... [web-public] | ||
Maxim: 24-May-2007 | so for elixir, I am thinking of building an OpenGL interface AND an AGG view based one using the same software. in fact, we could even have two simultaneous symmetric windows running and 0% code to add in the software :-) | |
Maxim: 24-May-2007 | (one in AGG and one in OpenGL, to compare them) | |
Henrik: 25-May-2007 | It would be nice if RT communicated to us in here, we who are very interested in working as closely as possible with RT, but cannot do work directly on the core, on what it would be a very good idea for us to consider building. Like: "RT thinks you should look at building a GUI system" or "RT would like you to build a test case suite for R3" or "RT would like you to work on making OpenGL work well with REBOL as a dialect like VID" or "RT would love to see you building protocols for this and that kind of communication" or "RT needs a very good multithreaded webserver, that can handle X users" and have those efforts officially endorsed by RT, similarly to how MUI eventually became the GUI of choice on the Amiga to build your applications on. Perhaps put out hard specs and see if anyone will pick it up. Right now, many efforts feel like they are there, not because RT felt they were a good idea, but because some individuals thought they were good ideas. Most of us here speak highly of our own ideas, but without much dialog with RT. AltME feels like it's the only non-RT effort that is endorsed by RT and perhaps also Cheyenne. Such directions would also mean that perhaps a lot of people would flock to the same official project, rather than starting 2-3 separate projects. | |
Maxim: 25-May-2007 | allowing me to use a gui and open it up in OpenGL, activeX, if I have the need/resources/time to provide it. I mean to be able to extend the whole engine so I can skin it without needing to rebuild 100% of the gadgets, etc... many of the things we spoke at the devcon, but more too. | |
Henrik: 30-Jul-2007 | Geomol, OpenGL, DirectX.... maybe? :-) | |
Geomol: 30-Jul-2007 | Skip DirectX, use OpenGL and implement it using GLUT. It works the same on all platforms. | |
Henrik: 30-Jul-2007 | Geomol, but I agree for the first round, OpenGL is more important. | |
Geomol: 30-Jul-2007 | Afaik, OpenGL is on Windows. I'm not sure, if GLUT is or it is linked with app. | |
Geomol: 30-Jul-2007 | About OpenGL: On this Windows 2000 machine, I have access to, I see "OPENGL32.DLL" and "glu32.dll" under /c/winnt/system32/ | |
Rebolek: 30-Jul-2007 | Geomol why do you think that opengl access should be done with GLUT? | |
Rebolek: 30-Jul-2007 | so is OpenGL, I just do not understand why we should need some wrapper | |
Geomol: 30-Jul-2007 | GLUT is just some extra functions, that have same kind of interface as OpenGL OpenGL is just only basic graphics, where GLU and GLUT add things, that is used in e.g. games ... or in REBOL. | |
Pekr: 30-Jul-2007 | not very nice description of GLUT's internal state - http://en.wikipedia.org/wiki/OpenGL_Utility_Toolkit | |
Kaj: 30-Jul-2007 | SDL is more generally available than GLUT, and you can put OpenGL on top of it | |
Cyphre: 31-Jul-2007 | AFAIK GLUT is simple wrapper which has been used mainly just to show some basic OpenGL demos. I'm not sure if this is a good for usage in some 'real' crossplatform apps. Regarding the OpenGL version of Rebol: this version is not yet worked on but I plan to work on it once the AGG based version is complete (as it this will give us much better big picture where the OpenGL advantages could be really useful in the visual system). | |
Cyphre: 31-Jul-2007 | AFAIK the plug-in interface is not yet finalized so it is too early to discuss ho this will be exactly exposed. But there are more things to consider than the blitting. If you do SW redered graphics you need to render into the backbuffer in the main memory then you transfer block(s) sing a blit to the gfx card. If you do HW accelerated graphics you need to transfer all bitmaps into the gfx card memory first..also you are limited by the OpenGL 2D functionality (which is not so flexible and pixel perfect as for example AGG implemntation). Also setting pixels directly in gfx card memory is possible but this is surprisingly the slowest way to dorendering! Why? Because fur current PC HW bus architecture is such transfer very expensive operation comparing to moving one big block of data. So as you can see all this (and lot of other issues) needs to be considered not to mention that the solution should be as much as compatible on most of platforms. Once the beta is released it will give us good picture how to make the gfx system even more optimized and extensible. | |
ICarii: 15-Jul-2008 | there used to be a running joke in my workplace that whatever startup company i got excited about was doomed to failure. Be Inc. with BeOS (focus shift), Constellation 3D with their Flourescent Multilayer Disks (FMD) (factory bombed in start of Palestinian intifada), and now Rebol? Each of the technologies was/is paradigm shifting in their field but through mismanagement, mishaps and miscommunication something along the way seems to get lost and the excitement they originally engendered fades from the public eye. If, in the case of Rebol3, it simply is too much work for one person - then perhaps now would be the time to open such areas as View development (the underlying system) and advertise to the 'World' "Come, see what you can do!". Personally, I'd love to see Cyphre's work with View taken that one step further and translated into OpenGL and all that entails. Not everyone today is looking to use Rebol only on their embedded devices ;) | |
ICarii: 15-Jul-2008 | AGG/Draw in R3 is very powerful - but view limitations (transparent surfaces etc) seem to hold it back. Again - rendering to an OpenGL surface might solve some of these issues? | |
ICarii: 15-Jul-2008 | It would be nice to get a 20 - 50x speedup from OpenGL :) | |
shadwolf: 15-Jul-2008 | I think Opengl Is alliased T___T and unstable on unix/ linux (basicly because of the lack of ground constructor really optimised drivers and upto date ...) | |
ICarii: 15-Jul-2008 | OpenGL works great on Ubuntu for me | |
shadwolf: 15-Jul-2008 | Opengl is too big for using 98% of the time 2D things | |
ICarii: 15-Jul-2008 | when you compare the size of OpenGL to win32 GDI.. you wont find a lot of size difference - only feature difference | |
[unknown: 5]: 15-Jul-2008 | Isn't OpenGl more comparable to DIRECTX? | |
shadwolf: 15-Jul-2008 | I saw I project of a VM based on OPENGL for 3D interface it's name was IO or something like that I stopped it as soon i downloaded it the helloworld was bigger in memory than in rebol | |
BrianH: 15-Jul-2008 | That's why X/OSX/Vista has been trying to centralize the OpenGL/DirectX rendering, to share the load. | |
shadwolf: 15-Jul-2008 | the thing that OPenGL is not rendering on screen anything It mainly offers matrix handling routines and GLUT does the rendering on screen ... | |
ICarii: 15-Jul-2008 | i dont use GLUT with OpenGL - but rather call it direct - ive found GLUT is slow. | |
shadwolf: 15-Jul-2008 | the other problem with rebol -> opengl is the data formating .... and all try to link opengl encounter that issue | |
ICarii: 15-Jul-2008 | R3 could hook into the display list feature of OpenGL for compositing | |
Henrik: 19-Sep-2008 | The browser as the launch platform for applications has always been an interesting idea. The fundamental problem of the sheer complexity of it can be solved with R3. If done right, it can completely wipe the floor with browsers and AJAX. I think the problem is that we haven't been speaking in a language that people can understand, such as "browser", "web2.0" and "webserver", but instead "dialects", "VID", "Viewtop" and "X Internet" and people go "huh?". Some things I believe are needed to do this right: - Browser form factor. People are used to browsers, not Viewtops. What's always the first thing a complete newbie computer user uses, when wanting to do anything on the internet? A webbrowser. I don't want a desktop inside my desktop. There are tens of solutions for such things and they are almost all forgotten. Carl is doing the REBOL browser. When you fire up R3, you will get what looks like a webbrowser and acts like one. The concept has to work equally well for people like us, as well as 5-year-olds and 95-year-olds. - Do apps that are similar to webapps, like GMail. That's a quick way to compare. Don't you think a 50k GMail look-a-like inside a REBOL browser running at native speeds would be _slightly_ impressive? Remember to say that you can serve 5 times more users with the same bandwidth. REBOL can help make raw numbers look better without much effort. Google would have to use it as a content platform. They have no other choice. :-) Chrome? What's that? - Plugins suddenly are very flexible. You don't have plugins as in Firefox, but helper scripts that can enhance/change your browsing experience. 15k full screen document reader that prettifies plain text files? Sure thing. Blog posts presented in that would be much nicer to read. Out goes the PDF reader. - Do apps that are completely out of the league of AJAX, such as multithreaded P2P systems. In fact, why not build P2P capabilities right in? Have different instances of the browser allow users to connect and chat, when they are visiting the same "Rebsite". It's sort of like going into a physical store and chatting with the other customers and you decide to exchange business cards. Initial contact without needing email. Do the same thing with chat support for an article that you bought at that "rebsite". Current websites are almost completely anonymous. You don't feel you are entering a live community. Coded in REBOL/Services. - Webpages are now REBOL scripts. In R3, scripts can be closed and encrypted, so you can't read the source and you can sell scripts and have them signed. The best you can do right now is some kind of code obfuscation. - Windows, MacOSX and Linux version. - "A webbrowser that directly supports OpenGL without obscure/limited 3rd party plugins." Say that again in your head. - It's very important that the public get to see that creating REBOL scripts for the browser is very similar to creating plain HTML pages. REBOL scripts can be served off a plain webserver. All the infrastructure is already there. Or how about serving scripts from the browser itself? AltME can both be a client and a server. It's that P2P thing again. - Browser would run wherever R3 runs. - Market it as Web 4.0. Market it as a direct competition to current webbrowsing. - Browser would be a 500-600 kb downloadable exe that starts immediately without installation. From deciding to get it, to be using it to browse "Rebpages", it should not take more than 30-45 seconds. - We need AltME in that browser (Altissimo?) as well as QTask. For developers: - It's easy to create an HTML file in notepad and display it in your favourite browser. It's going to be equally easy to create a REBOL script in notepad and see it running in your REBOL browser. A 5-year-old who has just learned to type, should be able to create a script and display it. - One language for everything. - Everything is free. You can start out with notepad. The barrier for creating content is about as low as it can get. - You wanna code slow web 2.0 apps or fast web 4.0 apps? Hard choice, I know. | |
Henrik: 19-Sep-2008 | This is basically what I meant earlier about being "psyched about a REBOL browser". I left out things like video playback and advanced audio, because I don't know yet what the approach for making those things possible will be. But if they are possible, they would be equally possible, like OpenGL would be possible. And if it turns out that he won't do the browser himself, then it can easily be a community effort, not hard to build. | |
Rebolek: 19-Sep-2008 | Henrik: "When you fire up R3, you will get what looks like a webbrowser and acts like one." - not just that, I want R3 not just to look like a webbrowser and act like a webbroser but actually TO BE a webbrowser - download R3 (few hunderts kB), run it and be able to browse REBOL pages - and if you enter *.html - just show some window that says "downloading" and download some REBOL plugin that can display webpages (being based on Gecko, Webkit, whatever) - it will be few megs download, but people are used to it. This is definitely possible - it's possible to display OpenGL etc in View window so I believe there are some libraries to do this ("somebody" just needs to make an interface to them ;)' The thing is that R3 browser (and just a R3 browser) will be once again a great platform without apps (Be Inc etc...). If R3 browser can display classic HTML+JS+CSS+DOM+XML+AJAX+WHATEVER combo it's win-win situation. Lots of apps available and we can improve them one after one to show it can be done much easier and faster. | |
Maxim: 5-Jan-2009 | not ready yet, but just wanting to see where things are now, so I can place my time and efforts properly. Already started to look at OpenGL a bit and started doing C++ again. | |
Janko: 11-Jan-2009 | at sound (to my limited knowledge) there are many solutions but neither one is ideal. It's not like software rendering for graphics - where you know they will work everywhere. Or even OpenGL (which has problems on certain % of windows users because of bad drivers)... there is OpenAL but it also won't work on some hardware. Example of this is that something as big as Java doesn't have a solid sound library that would work in non-signed applets. I wrote a game in processing(java lib/lang) but had to rewrite it to java+lwjgl+jopenAL because there was no way to make native java play sound consistenty. Basically it didn't work on more computers that it did, and processing is very media oriented. | |
Janko: 4-Feb-2009 | ( + if I will need gui for desktop server, rebol has lighweight software rendered gui, factor also has a gui but on windows it's opengl based which is not really practical for a gui.. even casual games on windows try to use DX7 renderer for maximum compatibitily and avoid opengl beacause of driver issues) | |
Janko: 4-Feb-2009 | Factor has very reactive/alive comunity... they make bindings to a lot of stuff quickly thats why I prefer it.. they have everything from web-server/web framework to opengl stuff, etc | |
Pekr: 10-Mar-2009 | I just visited AGG newsgroup after one year, and some interesting projects do emerge. Community agreed that any open work will be done to BSD version (2.4), which is a good sign (although RT has probably no problem obtaining special license). Dunno why, but there are (apart from Cyphre) another few Czecho-Slovak guys, and one of them is doing rather interesting project. AsmJIT and BlitJIT libraries, with MIT licence. Author says about it: Antigrain is great piece of software with great licence, but without better acceleration it's quite slow. So blitjit can increase speed of your applications in way you can't imagine. For example is there complete MMX/SSE2 extension for antigrain ? No, but don't panic, other libraries also have problems with cpu specific features. The reason why it might be interesting is, that generally there is no good 2D HW acceleration out there, and here is what author of LibNUI answered to Cyphre: I'm the author or nui (http://libnui.net) which is a GUI toolkit based on OpenGL (and now OpenGL ES / Direct3D). This project was started some 8 or 9 years ago and I've been working on it and with it amlist daily for that time. My experience is that it's some orders of magnitude harder to have HW support for those features that to add a JIT to your engine in order to optimize your bottlenecks (I've done some of that for pro audio dsp code). The reason is that no two chips work exactly the same and behaviour even tend to change over driver releases. To diferent cards, even sometimes from diferent vendors, will not give you the exact same scan convertion or rasterizing, and I'm not even touching shaders diferences... It seems to be x86 only so far, but maybe guys like Cyphre or BrianH or Anton or anyone skilled in those areas should keep an eye on those guys :-) Here's a link: http://code.google.com/p/blitjit/ ... as for those another AGG based Czech and Slovak projects: http://www.rw-designer.com/ http://www.crossgl.com/ Shouldn't we get those guys hooked to REBOL? :-) | |
ICarii: 28-Mar-2009 | Another reason im interested in AGG richtext (as opposed to text gobs) is that i'm intending to use OpenGL rather than rebol rendering once the plugin architecture is finalised. | |
Maxim: 29-Apr-2009 | ex integrating DirectX/OpenGL into view... nope. loading dll classes... nope... etc, etc, etc. | |
Maxim: 5-May-2009 | now if we can be the go-between things like these libs and opengl ..... :-D can you see where I'm going ? we already have a dataflow engine which could act as the kernel for managing when updates need to occur, and all rebol is doing is the whiping, while the grunt work is done by the various libs out there ... | |
Maxim: 11-Jun-2009 | focus changed to plugins AFAIK, since that will allow Other people to start working on tools for REBOL 3 while Carl addresses the core stuff. I, for one, will start porting OpenGL natively to REBOL, once the plugin architecture is functional. | |
Maxim: 21-Aug-2009 | Haven't used R3 for anything serious yet. but now that extensions are upon us, the OpenGL integration will allow me to use R3 for a *VERY* serious project. still need Carl to fix the make/copy issue before I can convert most of my cool stuff over to R3 (like liquid and globs). I hope extensions will be in the linux and mac ports shortly. | |
Steeve: 21-Aug-2009 | OpenGL integration is a too big project for me, i lost my motivation after some days | |
Maxim: 21-Aug-2009 | Its working on my system :-) when A80 is out, depending on what he will have added to the API, I will try to port a simple OpenGL game to REBOL :-) | |
Maxim: 24-Aug-2009 | on my part, once Carl adds either one or both of my requirements for the next evolution of extensions, then I can proceed with a fully independent version of a GUI written in OpenGL... no need for any internal view stuff a part from the image! datatype... not even window manager. | |
Maxim: 25-Aug-2009 | the OpenGL GUI will not need view, and if someone wants to make a cocoa extension or a windows native gui extension... they should not be forced to include view in their binaries. | |
Maxim: 26-Aug-2009 | Every single broad decisision in R3 has been an enabling one for REBOL at large (both platform and language). Unfortunately, some things still require the core to be improved a bit, but we are nearing a point where REBOL will be able to fly on its own wings. Just look at my attempt to get OpenGL to work with R3... it took me 10 hours of work from downloading the extension-enabled R3 version, downloading MS compiler, scrubbing the net for OpenGL reference material, libs, examples... and integrating all of this. I've never coded OpenGL directly before... now imagine 100 of us doing this... that is what I see in REBOL's future within 2 years. You will have things like trolltech QT bindings appearing, REBOL libs for any precise API out there... finally REBOL will be able to evolve with the rest of the world, and hopefully, impact its philosophy on the Computer Science more obviously... | |
shadwolf: 9-Sep-2009 | it's easy to make a VID front end to pilot a oggvorbis player for example it's more difficult to mix VID and opengl. | |
Maxim: 9-Sep-2009 | actually it isn't hard to mix VID and OpenGL :-) all we need is a way to do a quick memcopy of the OpenGL pixel buffer into an image! datatype... that's it. really simple. now I dont want to be forced into using View though. I want to be able to use extensions to control the windowing too. I need to be able to use other window managers if I want to integrate into better engine which are already ported to all major platforms. Things like open scene graph or other game-oriented 3D engine, DirectX, whatever. | |
Maxim: 9-Sep-2009 | extensions are the key to liberating REBOL from its platform limits. just like python can focus on its core, all the rest is modular and is maintained by other people, not Guido. once I get the OpenGL extension working to some basic level, RT will never need to support it, I am pretty sure, John, Cyphre, Henrik, Anton, I and others will be able to give it a life of its own, all that RT will have to do is provide a link to it on its own site and say that R3 supports OpenGL natively. same for sqlite and pekr, and many other tools many of us use daily and wish we could manage with rebol instead. | |
Maxim: 10-Sep-2009 | pekr, once you see what can be done with a 3D engine you won't call it crap... believe me. Apple's GUI is based on a 3D engine, which I believe is based on OpenGL... can't remember precisely. same thing for vista's aero which is based on DirectX which also uses 3D. | |
Maxim: 10-Sep-2009 | If R3 has VID3 working, I'll probably use it for some projects... but when GLass will start to work (using OpenGL) then I'll probably never need VID anymore. simply cause it'll do 5000 frames a second for my interfaces, including very advanced looks and next gen functionality like run-time interface manipulation by end-users. | |
Maxim: 16-Sep-2009 | sound support, video encoders, DirectX, OpenGL whatever... | |
shadwolf: 23-Sep-2009 | like cliping a video or a opengl/direct 3D rendered area to a vid box. | |
shadwolf: 23-Sep-2009 | i feel like this being focused on too many targets ( OSes where VID exists) make you loose from your sight what are the real interrest in coding on one particular OS among the others .. wanting to be too much generic and too few specific gives a bad image to your product (that's my own opinion) if you see port of other libraries like GTK+ or OPEngl they are ported to act the same way but they include to some very specific plateform related obtimisations and functionalities. this should then mean the guy that need a basic set of instruction to quick to interfaces GUI forms to a database then rebol crossplatform abilities will allow him to just don't care where his program runs. But in some high level area optimising is 90% of your task and it's a constently evolving task . If we want to bring rebol and VID to the Guru level to a solution that make people considere it serriously and not like another freak toy for freak kids then it's obvious that area have to be digged up and brought to rebol too | |
Group: !Cheyenne ... Discussions about the Cheyenne Web Server [web-public] | ||
Maxim: 21-May-2009 | for my part, when R3 goes open, I'll be integrating liquid-paint with OpenGL asap... which will completely alleviate my need for /view. we will have a 3D native GUI :-) |
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