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Best strategy for updating all figures? [message #2563] Fri, 29 May 2009 20:28 Go to next message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
Hi guys,

I'm building dynamic 3D views using ViewParts, and I'm having trouble
trying to figure out how to re-render all figures. It's looking like I
have to walk the entire tree of edit parts but tht isn't working and
seems kind of ineffecient. Ideas?

thanks,

Miles
Re: Best strategy for updating all figures? [message #2592 is a reply to message #2563] Fri, 29 May 2009 20:40 Go to previous messageGo to next message
Jens von Pilgrim is currently offline Jens von PilgrimFriend
Messages: 313
Registered: July 2009
Senior Member
Hi Miles,

we are currently working on some update problems. Generally, it should
work the very same way as it works in GEF, and usually this is the
case. I'm not completely sure yet, but I figure there is a problem if
only 3D figures are updated.

Is your view updated if you move the camera?

Background: We are using the very same update mechanism as GEF does,
although many of GEF "optimizations" (e.g., dirty regions) don't make
sense in a 3D scene, when everything has to be rendered anyway. We want
to first fix the current version and then remove unnecessary stuff (in
the UpdateManager) by overriding it (in PickingUpdateManager3D or a
base class).

If it is only an application problem (and not a GEF3D bug): You can
call invalidate() or invalidateTree() on figures, this should generally
cause the figures to get re-rendered.

Cheers,

Jens

On 2009-05-29 22:28:47 +0200, Miles Parker <milesparker@gmail.com> said:

> Hi guys,
>
> I'm building dynamic 3D views using ViewParts, and I'm having trouble
> trying to figure out how to re-render all figures. It's looking like I
> have to walk the entire tree of edit parts but tht isn't working and
> seems kind of ineffecient. Ideas?
>
> thanks,
>
> Miles
Re: Best strategy for updating all figures? [message #2680 is a reply to message #2592] Fri, 29 May 2009 22:24 Go to previous messageGo to next message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
On 2009-05-29 13:40:10 -0700, Jens v.P. <developer@jevopi.de> said:

> Hi Miles,
>
> we are currently working on some update problems. Generally, it should
> work the very same way as it works in GEF, and usually this is the
> case. I'm not completely sure yet, but I figure there is a problem if
> only 3D figures are updated.
>
> Is your view updated if you move the camera?

I think I'll try with just 2D figures first to see if I can get that
working. I haven't been able to get the camera working yet. I'm not
really sure how well my Mac setup is working..I've only been able to
get the 2 1/2 D diagrams working.

>
> Background: We are using the very same update mechanism as GEF does,
> although many of GEF "optimizations" (e.g., dirty regions) don't make
> sense in a 3D scene, when everything has to be rendered anyway. We want
> to first fix the current version and then remove unnecessary stuff (in
> the UpdateManager) by overriding it (in PickingUpdateManager3D or a
> base class).
>
> If it is only an application problem (and not a GEF3D bug): You can
> call invalidate() or invalidateTree() on figures, this should generally
> cause the figures to get re-rendered.

But for example if I'm calling invalidate on the root edit part that
won't force for the childre -- I'll need to use invaidateTee for that..

But yeah, it seems wasteful to walk the whole tree (I've got thousands
of figures) to invlidate and then walk again to re-render.

Do I need to call render explicitly as well?

thanks!

Miles


>
> Cheers,
>
> Jens
>
> On 2009-05-29 22:28:47 +0200, Miles Parker <milesparker@gmail.com> said:
>
>> Hi guys,
>>
>> I'm building dynamic 3D views using ViewParts, and I'm having trouble
>> trying to figure out how to re-render all figures. It's looking like I
>> have to walk the entire tree of edit parts but tht isn't working and
>> seems kind of ineffecient. Ideas?
>>
>> thanks,
>>
>> Miles
Re: Best strategy for updating all figures? [message #3760 is a reply to message #2592] Sat, 30 May 2009 02:58 Go to previous messageGo to next message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
OK, I got it running! It doesn't look that interesting, but it works.
:) And it's fast too..much faster than draw2D rendering. I had to do a
lot of fiddling as I expected, but as you guys advertised, the new code
to do this is remarkably small -- I really only had to extend my
existing 2D classes.

Any word on the other shapes you guys were working on? A sphere would
be nice. :) Is there a relatively easy way to get 3D models as figures?

On 2009-05-29 13:40:10 -0700, Jens v.P. <developer@jevopi.de> said:

> Hi Miles,
>
> we are currently working on some update problems. Generally, it should
> work the very same way as it works in GEF, and usually this is the
> case. I'm not completely sure yet, but I figure there is a problem if
> only 3D figures are updated.
>
> Is your view updated if you move the camera?
>
> Background: We are using the very same update mechanism as GEF does,
> although many of GEF "optimizations" (e.g., dirty regions) don't make
> sense in a 3D scene, when everything has to be rendered anyway. We want
> to first fix the current version and then remove unnecessary stuff (in
> the UpdateManager) by overriding it (in PickingUpdateManager3D or a
> base class).
>
> If it is only an application problem (and not a GEF3D bug): You can
> call invalidate() or invalidateTree() on figures, this should generally
> cause the figures to get re-rendered.
>
> Cheers,
>
> Jens
>
> On 2009-05-29 22:28:47 +0200, Miles Parker <milesparker@gmail.com> said:
>
>> Hi guys,
>>
>> I'm building dynamic 3D views using ViewParts, and I'm having trouble
>> trying to figure out how to re-render all figures. It's looking like I
>> have to walk the entire tree of edit parts but tht isn't working and
>> seems kind of ineffecient. Ideas?
>>
>> thanks,
>>
>> Miles
Re: Best strategy for updating all figures? [message #3775 is a reply to message #3760] Sat, 30 May 2009 08:17 Go to previous messageGo to next message
Kristian Duske is currently offline Kristian DuskeFriend
Messages: 64
Registered: July 2009
Member
Hi Miles,

> OK, I got it running! It doesn't look that interesting, but it works.
> :) And it's fast too..much faster than draw2D rendering. I had to do a
> lot of fiddling as I expected, but as you guys advertised, the new code
> to do this is remarkably small -- I really only had to extend my
> existing 2D classes.

Cool, that's good to hear!

> Any word on the other shapes you guys were working on? A sphere would
> be nice. :) Is there a relatively easy way to get 3D models as figures?

Not yet. But since the framework doesn't need any geometry data (for
picking etc), it shouldn't be too hard t display 3D models. On the
other hand, OpenGL doesn't come with support for this AFAIK, so you'd
have to write that code yourself. There's also the open question what
to do with 2D children of such figures, since there isn't neccessarily
a plane to project them on (in the case of a sphere, for example). So
far, we haven't had to use any "exotic" shapes because we mostly use
2.5D diagrams with GEF editors projected onto simple planes.

Best regards
Kristian
Re: Best strategy for updating all figures? [message #3781 is a reply to message #3775] Sat, 30 May 2009 10:48 Go to previous messageGo to next message
Jens von Pilgrim is currently offline Jens von PilgrimFriend
Messages: 313
Registered: July 2009
Senior Member
GLU supports spheres, and the OpenGL code (with GLU) is pretty simple,
as shown here:

http://lifeofaprogrammergeek.blogspot.com/2008/08/rendering- sphere-in-opengl.html

I'm

planning to add spheres in the next weeks, maybe some more shapes.

But you are right, we have to think about how to define a surface of a
sphere. Hehe... projecting onto the sphere would be cool, but I'm
afraid that wouldn't be too easy. There is another tutorial oin how to
create a textured sphere w/o GLU:

http://www.swiftless.com/tutorials/opengl/sphere.html

I'm going to investigate in that direction a little bit further.
Actually, the biggest problem would probably be legal issues. We had
already spheres and other shapes in GEF3D, but I had to delete them for
legal reasons for getting GEF3D IP approved.

Cheers

Jens
Re: Best strategy for updating all figures? [message #3788 is a reply to message #3760] Sat, 30 May 2009 10:57 Go to previous messageGo to next message
Jens von Pilgrim is currently offline Jens von PilgrimFriend
Messages: 313
Registered: July 2009
Senior Member
Hi Miles,

On 2009-05-30 04:58:57 +0200, Miles Parker <milesparker@gmail.com> said:
> OK, I got it running! It doesn't look that interesting, but it works.
> :) And it's fast too..much faster than draw2D rendering.

The speed depends on how your overall diagram is organized. The trick
is, that 2D content is rendered into a texture and these textures are
only redrawn if the 2D content has changed. In order to force the 2D
content to be redrawn, invalidateTree() has to be called (if the
figures do not get invalidated otherwise, which is usually the case).
So, if you have diagrams in what I call 2.5D, GEF3D is remarkable fast
;-)

> I had to do a lot of fiddling as I expected, but as you guys
> advertised, the new code to do this is remarkably small -- I really
> only had to extend my existing 2D classes.

Good to hear! Yes, the problem is the "fiddling". For that, we
definitely need more documentation, and I'm currently working on it ;-)
If you have any special problems, I would be happy if you tell me about
them, and I could try to document these things (and how to solve them).
If you run into problems which you couldn't solve, we may change GEF3D
in order to fix them. Frankly, GEF3D is a big hack of GEF, and we
cannot anticipate all possible problems.

> Any word on the other shapes you guys were working on? A sphere would
> be nice. :) Is there a relatively easy way to get 3D models as figures?

See my posting to Kristian reply. Note that we already had more shapes
in GEF3D, but we were forced to remove during due diligence. If you
write shapes by yourself, we would be more then happy to add them. In
that case, write a bug report and attach your code (the standard
Eclipse process).

Cheers

Jens
Re: Best strategy for updating all figures? [message #3802 is a reply to message #3781] Sun, 31 May 2009 20:15 Go to previous messageGo to next message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
So it looks like prettymuch just overiding performRender.. ? Not sure
sabout the texture stuff though - don't have any OpenGL or 3D graphics
experience. And yes, I'm going through Eclipse CQ process right now, so
I certainly understand. :)

Could you provide -- for the time being anyway -- these existing shape
classes as an Eclipse external plugin?

What about putting two 2D figures in space -- like cardboard cutouts
but standing upright instead of laying flat on surface?

For background, the Agent Modeling Platform Agent Graphics Framwork
will have very high-level support for agents (or any objects really) in
2D and 3D space, and so what I'm really trying to do here is create a
set of simple figue and locaiton providers that can situate objects in
space with a particular orientation, shape etc.. so that AGF developers
will simply have to create a view extension point along with AGF
extension points for the providers they want to implement and they'll
have a dynamic agent view. Let me know if you guys have had thoughts in
this direction..

On 2009-05-30 03:48:20 -0700, Jens v.P. <developer@jevopi.de> said:

> GLU supports spheres, and the OpenGL code (with GLU) is pretty simple,
> as shown here:
>
> http://lifeofaprogrammergeek.blogspot.com/2008/08/rendering- sphere-in-opengl.html

I'm
planning
>
> to add spheres in the next weeks, maybe some more shapes.
>
> But you are right, we have to think about how to define a surface of a
> sphere. Hehe... projecting onto the sphere would be cool, but I'm
> afraid that wouldn't be too easy. There is another tutorial oin how to
> create a textured sphere w/o GLU:
>
> http://www.swiftless.com/tutorials/opengl/sphere.html
>
> I'm going to investigate in that direction a little bit further.
> Actually, the biggest problem would probably be legal issues. We had
> already spheres and other shapes in GEF3D, but I had to delete them for
> legal reasons for getting GEF3D IP approved.
>
> Cheers
>
> Jens
Re: Best strategy for updating all figures? [message #3816 is a reply to message #3781] Sun, 31 May 2009 21:24 Go to previous message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
Could setColor.. be pushed down into AbstractModelShape..?

On 2009-05-30 03:48:20 -0700, Jens v.P. <developer@jevopi.de> said:

> GLU supports spheres, and the OpenGL code (with GLU) is pretty simple,
> as shown here:
>
> http://lifeofaprogrammergeek.blogspot.com/2008/08/rendering- sphere-in-opengl.html

I'm
planning
>
> to add spheres in the next weeks, maybe some more shapes.
>
> But you are right, we have to think about how to define a surface of a
> sphere. Hehe... projecting onto the sphere would be cool, but I'm
> afraid that wouldn't be too easy. There is another tutorial oin how to
> create a textured sphere w/o GLU:
>
> http://www.swiftless.com/tutorials/opengl/sphere.html
>
> I'm going to investigate in that direction a little bit further.
> Actually, the biggest problem would probably be legal issues. We had
> already spheres and other shapes in GEF3D, but I had to delete them for
> legal reasons for getting GEF3D IP approved.
>
> Cheers
>
> Jens
Re: Best strategy for updating all figures? [message #561382 is a reply to message #2563] Fri, 29 May 2009 20:40 Go to previous message
Jens von Pilgrim is currently offline Jens von PilgrimFriend
Messages: 313
Registered: July 2009
Senior Member
Hi Miles,

we are currently working on some update problems. Generally, it should
work the very same way as it works in GEF, and usually this is the
case. I'm not completely sure yet, but I figure there is a problem if
only 3D figures are updated.

Is your view updated if you move the camera?

Background: We are using the very same update mechanism as GEF does,
although many of GEF "optimizations" (e.g., dirty regions) don't make
sense in a 3D scene, when everything has to be rendered anyway. We want
to first fix the current version and then remove unnecessary stuff (in
the UpdateManager) by overriding it (in PickingUpdateManager3D or a
base class).

If it is only an application problem (and not a GEF3D bug): You can
call invalidate() or invalidateTree() on figures, this should generally
cause the figures to get re-rendered.

Cheers,

Jens

On 2009-05-29 22:28:47 +0200, Miles Parker <milesparker@gmail.com> said:

> Hi guys,
>
> I'm building dynamic 3D views using ViewParts, and I'm having trouble
> trying to figure out how to re-render all figures. It's looking like I
> have to walk the entire tree of edit parts but tht isn't working and
> seems kind of ineffecient. Ideas?
>
> thanks,
>
> Miles
Re: Best strategy for updating all figures? [message #561438 is a reply to message #2592] Fri, 29 May 2009 22:24 Go to previous message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
On 2009-05-29 13:40:10 -0700, Jens v.P. <developer@jevopi.de> said:

> Hi Miles,
>
> we are currently working on some update problems. Generally, it should
> work the very same way as it works in GEF, and usually this is the
> case. I'm not completely sure yet, but I figure there is a problem if
> only 3D figures are updated.
>
> Is your view updated if you move the camera?

I think I'll try with just 2D figures first to see if I can get that
working. I haven't been able to get the camera working yet. I'm not
really sure how well my Mac setup is working..I've only been able to
get the 2 1/2 D diagrams working.

>
> Background: We are using the very same update mechanism as GEF does,
> although many of GEF "optimizations" (e.g., dirty regions) don't make
> sense in a 3D scene, when everything has to be rendered anyway. We want
> to first fix the current version and then remove unnecessary stuff (in
> the UpdateManager) by overriding it (in PickingUpdateManager3D or a
> base class).
>
> If it is only an application problem (and not a GEF3D bug): You can
> call invalidate() or invalidateTree() on figures, this should generally
> cause the figures to get re-rendered.

But for example if I'm calling invalidate on the root edit part that
won't force for the childre -- I'll need to use invaidateTee for that..

But yeah, it seems wasteful to walk the whole tree (I've got thousands
of figures) to invlidate and then walk again to re-render.

Do I need to call render explicitly as well?

thanks!

Miles


>
> Cheers,
>
> Jens
>
> On 2009-05-29 22:28:47 +0200, Miles Parker <milesparker@gmail.com> said:
>
>> Hi guys,
>>
>> I'm building dynamic 3D views using ViewParts, and I'm having trouble
>> trying to figure out how to re-render all figures. It's looking like I
>> have to walk the entire tree of edit parts but tht isn't working and
>> seems kind of ineffecient. Ideas?
>>
>> thanks,
>>
>> Miles
Re: Best strategy for updating all figures? [message #561492 is a reply to message #2592] Sat, 30 May 2009 02:58 Go to previous message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
OK, I got it running! It doesn't look that interesting, but it works.
:) And it's fast too..much faster than draw2D rendering. I had to do a
lot of fiddling as I expected, but as you guys advertised, the new code
to do this is remarkably small -- I really only had to extend my
existing 2D classes.

Any word on the other shapes you guys were working on? A sphere would
be nice. :) Is there a relatively easy way to get 3D models as figures?

On 2009-05-29 13:40:10 -0700, Jens v.P. <developer@jevopi.de> said:

> Hi Miles,
>
> we are currently working on some update problems. Generally, it should
> work the very same way as it works in GEF, and usually this is the
> case. I'm not completely sure yet, but I figure there is a problem if
> only 3D figures are updated.
>
> Is your view updated if you move the camera?
>
> Background: We are using the very same update mechanism as GEF does,
> although many of GEF "optimizations" (e.g., dirty regions) don't make
> sense in a 3D scene, when everything has to be rendered anyway. We want
> to first fix the current version and then remove unnecessary stuff (in
> the UpdateManager) by overriding it (in PickingUpdateManager3D or a
> base class).
>
> If it is only an application problem (and not a GEF3D bug): You can
> call invalidate() or invalidateTree() on figures, this should generally
> cause the figures to get re-rendered.
>
> Cheers,
>
> Jens
>
> On 2009-05-29 22:28:47 +0200, Miles Parker <milesparker@gmail.com> said:
>
>> Hi guys,
>>
>> I'm building dynamic 3D views using ViewParts, and I'm having trouble
>> trying to figure out how to re-render all figures. It's looking like I
>> have to walk the entire tree of edit parts but tht isn't working and
>> seems kind of ineffecient. Ideas?
>>
>> thanks,
>>
>> Miles
Re: Best strategy for updating all figures? [message #561531 is a reply to message #3760] Sat, 30 May 2009 08:17 Go to previous message
Kristian Duske is currently offline Kristian DuskeFriend
Messages: 64
Registered: July 2009
Member
Hi Miles,

> OK, I got it running! It doesn't look that interesting, but it works.
> :) And it's fast too..much faster than draw2D rendering. I had to do a
> lot of fiddling as I expected, but as you guys advertised, the new code
> to do this is remarkably small -- I really only had to extend my
> existing 2D classes.

Cool, that's good to hear!

> Any word on the other shapes you guys were working on? A sphere would
> be nice. :) Is there a relatively easy way to get 3D models as figures?

Not yet. But since the framework doesn't need any geometry data (for
picking etc), it shouldn't be too hard t display 3D models. On the
other hand, OpenGL doesn't come with support for this AFAIK, so you'd
have to write that code yourself. There's also the open question what
to do with 2D children of such figures, since there isn't neccessarily
a plane to project them on (in the case of a sphere, for example). So
far, we haven't had to use any "exotic" shapes because we mostly use
2.5D diagrams with GEF editors projected onto simple planes.

Best regards
Kristian
Re: Best strategy for updating all figures? [message #561550 is a reply to message #3775] Sat, 30 May 2009 10:48 Go to previous message
Jens von Pilgrim is currently offline Jens von PilgrimFriend
Messages: 313
Registered: July 2009
Senior Member
GLU supports spheres, and the OpenGL code (with GLU) is pretty simple,
as shown here:

http://lifeofaprogrammergeek.blogspot.com/2008/08/rendering- sphere-in-opengl.html

I'm

planning to add spheres in the next weeks, maybe some more shapes.

But you are right, we have to think about how to define a surface of a
sphere. Hehe... projecting onto the sphere would be cool, but I'm
afraid that wouldn't be too easy. There is another tutorial oin how to
create a textured sphere w/o GLU:

http://www.swiftless.com/tutorials/opengl/sphere.html

I'm going to investigate in that direction a little bit further.
Actually, the biggest problem would probably be legal issues. We had
already spheres and other shapes in GEF3D, but I had to delete them for
legal reasons for getting GEF3D IP approved.

Cheers

Jens
Re: Best strategy for updating all figures? [message #561568 is a reply to message #3760] Sat, 30 May 2009 10:57 Go to previous message
Jens von Pilgrim is currently offline Jens von PilgrimFriend
Messages: 313
Registered: July 2009
Senior Member
Hi Miles,

On 2009-05-30 04:58:57 +0200, Miles Parker <milesparker@gmail.com> said:
> OK, I got it running! It doesn't look that interesting, but it works.
> :) And it's fast too..much faster than draw2D rendering.

The speed depends on how your overall diagram is organized. The trick
is, that 2D content is rendered into a texture and these textures are
only redrawn if the 2D content has changed. In order to force the 2D
content to be redrawn, invalidateTree() has to be called (if the
figures do not get invalidated otherwise, which is usually the case).
So, if you have diagrams in what I call 2.5D, GEF3D is remarkable fast
;-)

> I had to do a lot of fiddling as I expected, but as you guys
> advertised, the new code to do this is remarkably small -- I really
> only had to extend my existing 2D classes.

Good to hear! Yes, the problem is the "fiddling". For that, we
definitely need more documentation, and I'm currently working on it ;-)
If you have any special problems, I would be happy if you tell me about
them, and I could try to document these things (and how to solve them).
If you run into problems which you couldn't solve, we may change GEF3D
in order to fix them. Frankly, GEF3D is a big hack of GEF, and we
cannot anticipate all possible problems.

> Any word on the other shapes you guys were working on? A sphere would
> be nice. :) Is there a relatively easy way to get 3D models as figures?

See my posting to Kristian reply. Note that we already had more shapes
in GEF3D, but we were forced to remove during due diligence. If you
write shapes by yourself, we would be more then happy to add them. In
that case, write a bug report and attach your code (the standard
Eclipse process).

Cheers

Jens
Re: Best strategy for updating all figures? [message #561606 is a reply to message #3781] Sun, 31 May 2009 20:15 Go to previous message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
So it looks like prettymuch just overiding performRender.. ? Not sure
sabout the texture stuff though - don't have any OpenGL or 3D graphics
experience. And yes, I'm going through Eclipse CQ process right now, so
I certainly understand. :)

Could you provide -- for the time being anyway -- these existing shape
classes as an Eclipse external plugin?

What about putting two 2D figures in space -- like cardboard cutouts
but standing upright instead of laying flat on surface?

For background, the Agent Modeling Platform Agent Graphics Framwork
will have very high-level support for agents (or any objects really) in
2D and 3D space, and so what I'm really trying to do here is create a
set of simple figue and locaiton providers that can situate objects in
space with a particular orientation, shape etc.. so that AGF developers
will simply have to create a view extension point along with AGF
extension points for the providers they want to implement and they'll
have a dynamic agent view. Let me know if you guys have had thoughts in
this direction..

On 2009-05-30 03:48:20 -0700, Jens v.P. <developer@jevopi.de> said:

> GLU supports spheres, and the OpenGL code (with GLU) is pretty simple,
> as shown here:
>
> http://lifeofaprogrammergeek.blogspot.com/2008/08/rendering- sphere-in-opengl.html

I'm
planning
>
> to add spheres in the next weeks, maybe some more shapes.
>
> But you are right, we have to think about how to define a surface of a
> sphere. Hehe... projecting onto the sphere would be cool, but I'm
> afraid that wouldn't be too easy. There is another tutorial oin how to
> create a textured sphere w/o GLU:
>
> http://www.swiftless.com/tutorials/opengl/sphere.html
>
> I'm going to investigate in that direction a little bit further.
> Actually, the biggest problem would probably be legal issues. We had
> already spheres and other shapes in GEF3D, but I had to delete them for
> legal reasons for getting GEF3D IP approved.
>
> Cheers
>
> Jens
Re: Best strategy for updating all figures? [message #561646 is a reply to message #3781] Sun, 31 May 2009 21:24 Go to previous message
Miles Parker is currently offline Miles ParkerFriend
Messages: 1341
Registered: July 2009
Senior Member
Could setColor.. be pushed down into AbstractModelShape..?

On 2009-05-30 03:48:20 -0700, Jens v.P. <developer@jevopi.de> said:

> GLU supports spheres, and the OpenGL code (with GLU) is pretty simple,
> as shown here:
>
> http://lifeofaprogrammergeek.blogspot.com/2008/08/rendering- sphere-in-opengl.html

I'm
planning
>
> to add spheres in the next weeks, maybe some more shapes.
>
> But you are right, we have to think about how to define a surface of a
> sphere. Hehe... projecting onto the sphere would be cool, but I'm
> afraid that wouldn't be too easy. There is another tutorial oin how to
> create a textured sphere w/o GLU:
>
> http://www.swiftless.com/tutorials/opengl/sphere.html
>
> I'm going to investigate in that direction a little bit further.
> Actually, the biggest problem would probably be legal issues. We had
> already spheres and other shapes in GEF3D, but I had to delete them for
> legal reasons for getting GEF3D IP approved.
>
> Cheers
>
> Jens
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