Stream: brlcad

Topic: renderer


view this post on Zulip starseeker (Jan 12 2020 at 20:57):

I'm seriously tempted to see if this can be tweaked into becoming a non-OpenGL fallback backend for libdm/libfb: https://zauonlok.github.io/renderer/

view this post on Zulip starseeker (Jan 12 2020 at 20:59):

Wondering if it can be coaxed into being a platform independent version of the X backend, except with shading...

view this post on Zulip Sean (Jan 14 2020 at 16:44):

That looks totally doable.

view this post on Zulip Sean (Jan 14 2020 at 16:47):

looks like it can be an entire cross-platform dm (and fb) because they directly implement windowing with X11, Cocoa, and GDI. That's a full up alternative to Qt.

view this post on Zulip starseeker (Jan 15 2020 at 04:23):

I see a 2d drawing API, but not (offhand) 3D line support... asked in an issue to see what the dev says. If It can do that, I might just give it a go.

view this post on Zulip Sean (Jan 15 2020 at 04:55):

I thought I saw that it provides for opengl es ?

view this post on Zulip Sean (Jan 15 2020 at 05:06):

ah, it doesn't. and I checked the implementation -- there's nothing in there for 3d lines, only 2d lines and meshes. but looks like it'd be quite trivial to add.

view this post on Zulip Sean (Jan 15 2020 at 07:23):

of course, you can always project 3D to 2D (just apply matrix and drop coordinate), but i'm not sure if that limits it to orthographic views only...

view this post on Zulip starseeker (Jan 15 2020 at 12:42):

Yeah, he pointed me to the 2d API and projecting it https://github.com/zauonlok/renderer/issues/3 - maybe it'd be worth whipping up a draw3d file to do the necessary bits and see if the pull request would be accepted.

view this post on Zulip Sean (Jan 16 2020 at 06:24):

perspective rendering is the interesting use case I'd have to think about more carefully. I think that one may be the same code, it's just a different matrix. so you just apply and drop Z.

view this post on Zulip starseeker (Jan 16 2020 at 12:41):

That's for unoccluded wireframes, correct? If we wanted to be cute and do things like mix wireframe and shaded with occluding, we'd need to have the wireframes in the rendering pipeline in some fashion...

view this post on Zulip starseeker (Jan 16 2020 at 12:42):

of course (I think with one possible exception in Archer) we only do unoccluded wireframes anyway?


Last updated: Oct 09 2024 at 00:44 UTC