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PublishAda Murphy Modified over 8 years ago
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GL Viewer Status
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Work Done Rewrite of prototype (shape drawing code kept) Support for: Scene container – shared between viewers. Scene Rebuilds – viewer chooses what to ‘accept’ Logical/Physical shapes – avoid duplicating geometry Internal Shape Caching (stl::map) – never send twice
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Work Done (2) Level of detail (LOD) – tessellation quality appropriate for size. Interactive draws – sorted, time limited (100msec), drop global LOD to 50% Automatic OpenGL DL Caching - only ever draw once (shape ID/LOD pair)
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Work Done (3) Draw Styles – wireframe, filled poly, outline Interactive Manipulators – translate/scale/rotate Interactive clipping – plane and box Cameras – improved interactions Guides – axes and reference markers Composite shapes
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To Do Code cleanup Improve scene rebuild efficiency Start on event display – separate collections for particles/tracks Only 1 month…
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Viewer Demo
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GL – in - Pad Mix 3D GL and 2D GDI via combined bitmap G3d, geom objects (eg. shapes.C) TGLHistPainter legolego2surf4surf1 surf2 tf3
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GL-in-pad’s future: TGLHistPainter New options – box, iso, etc. Painting split into several classes (TGLLegoPlot, TGLSurfacePlot, etc.) Rejection of current DIB sections/pixmaps method Software implementation, slow for geom and large legos/surfaces >= 40000 polygons) Alternative 1 - GL Textures GDI draws 2D into bitmap. GL places this is 3D ‘world’ + Hardware acceleration + Use different 3d effects in such a pad - More complex - Texture size limitations Alternative 2 – GL Back Buffer used as ‘common’ pixmap +Fast. +Simple solution. +No size limitations c.f. textures.
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