World: r3wp
[!REBOL3 Extensions] REBOL 3 Extensions discussions
older newer | first last |
Pekr 26-Aug-2009 [3] | Max - I like your idea of 1 callback dispatcher per one extension! It is just elegant enough to start with! It is the opposite of rxi principles (rxi_call), just on rebol side ... I will try to support it with Carl ... |
Maxim 26-Aug-2009 [4] | :-) |
Pekr 26-Aug-2009 [5x2] | What I would like to look into is the possibility of speed-up of GUI refresh. Not 3D based GUI, just a refresh/rendering/blitting - whatever is possible. Cyphre told me, he has general DLL, which allows to accelerate even R2 faces ... |
But - OTOH I know that we were looking into jitblit etc. mechanism. It can be probably done in more than one way ... | |
Maxim 26-Aug-2009 [7x2] | OpenGL is display agnostic. you can render stuff in any perspective... or none, if you want. |
The only issue is that some devices might not yet have an OpenGL devide installed... smartphones, for example. | |
Pekr 26-Aug-2009 [9] | we could use whatever is native for particular hosts,e .g. DirectX for Windows ... |
Maxim 26-Aug-2009 [10x2] | Not worth it... it basically means doing it all over again. |
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. | |
Pekr 26-Aug-2009 [12x2] | All I want is smooths fast amiga like scrolling, which does not consume 90% of my CPU :-) |
I need it for our advertising system :-) | |
Maxim 26-Aug-2009 [14x2] | 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... |
gfx will be a little different pixel wise, but not enough to really be an issue, especially if you take a few precautions. | |
Pekr 26-Aug-2009 [16x2] | I've got impression, that OGL is slowly dying, and feature lacking, in comparison to DirectX? |
Max - thas is something I don't agree with - turning whole View into 3D model. You should talk to Cyphre. AGG is pixel precise, 3D stuff can differ per GFX card, per driver version. I would accelerate only blitting. | |
Maxim 26-Aug-2009 [18] | Direct X is only windows. |
Pekr 26-Aug-2009 [19x3] | Yes, R3 Windows version is only Windows :-) But DirectX is preinstalled on all Windows systems, including Mobile me thinks ... Each Host layer will differ on particular platforms anyway, no? |
I don't mind using OGL, if it means = easily to run anywhere. What I don't want is turning View into OGL and then complaining, why does my UI looks differently on each gfx card :-) | |
I thought that it is a "standard", so that everything is supposed to look pixel precise on all gfx cards, whereas it seems the situation is like with browser - they differ in details ... | |
Maxim 26-Aug-2009 [22] | but my OpenGL extension is not to replace view. Its for gaming, and a totally new GUI experience... |
Pekr 26-Aug-2009 [23x2] | for Gaming, OK then ... |
IIRC Flash was facing similar situation - first Flash 10 used HW acceleartion, then they shut it down due to incompatiblities, then they started to put it back upon user's request. Dunno if I am correct here, but I remember something like that ... | |
Maxim 26-Aug-2009 [25x4] | 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. |
I am talking Elixir OS here :-) | |
hosted or stand-alone. with Binary code being controled by the high-level master... REBOL | |
i'd like to target QNX as the kernel but their gfx hardware support isn't too good... so its probably going to a linux kernel... but without anything else than the HW driver and most basic kernel stuff. | |
Geomol 26-Aug-2009 [29] | 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. |
Pekr 26-Aug-2009 [30] | Maybe I live way too much in Windows world, which is expecting super duper DX11 to come to HW near you :-) |
Maxim 26-Aug-2009 [31x2] | yess which only a minority of HW in the world support... since its blocked via VISTA. |
which basically sucks. | |
Geomol 26-Aug-2009 [33] | Maxim wrote: "gfx will be a little different pixel wise" Do you mean, 2D graphics will look at bit different, if using OpenGL? |
Pekr 26-Aug-2009 [34] | Geomol - Cyphre told me, that you could map parts of AGG to HW acceleration, but then it can look differently on each gfx card/driver .. |
Maxim 26-Aug-2009 [35] | anyhow... OGL is the most widely used 3D library in the world... all scientific, professional gfx, multi-platform games, and more use OGL... and as John says, all 3d not on windows is OGL. |
Pekr 26-Aug-2009 [36] | I don't know details of course - we would have to ask Cyphre ... |
Maxim 26-Aug-2009 [37] | yes... 2D graphics will look different, depending on the graphics themselves. |
Geomol 26-Aug-2009 [38] | If you turn any HW filtering off, graphics should look 100% the same, as I understand it. |
Maxim 26-Aug-2009 [39] | all cards have different pipelines which calculate specific arythmetic in different order and with various optimisations. texture mapping algorithms are different, and even the anti-aliasing is done differently from one card to another... unless you go with very basic settings which are equal on all cards. |
Geomol 26-Aug-2009 [40] | But if you use HW to do anti-aliasing and filtering, things can look differently. |
Maxim 26-Aug-2009 [41] | the coordinate systems don't have the same precision on all cards. |
Pekr 26-Aug-2009 [42] | very basic settings = better use SW rendering? :-) |
Maxim 26-Aug-2009 [43x3] | AFAIK 2D on openGL is just the fact of using a flat camera (orthogonal perspective) with a camera looking straight down. |
what can happen is that between polygons, some edges will have seams on some cards and be very clean on other better cards | |
in an application I use, there is an artifact where the perspective of the camera offsets coordinates in the y of *some* polygons .... very strange bug... | |
Geomol 26-Aug-2009 [46] | 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. |
Pekr 26-Aug-2009 [47x2] | that sucks, no? :-) I thought that standard is standard :-) |
They should submit it to W3C :-) | |
Maxim 26-Aug-2009 [49] | very basic settings means no fancy shader stuff and simple texture use... like geomol says, no filtering, no AA... but that also means blistering fast gfx. |
Pekr 26-Aug-2009 [50] | Who cares of blistering fast GFX apart from games, when you can't have the same anti-aliased font output on your form? :-) |
Maxim 26-Aug-2009 [51x2] | some details like the coordinate precision and various occlusion optimisations, being done differently can affect the output... like if you superimpose two polygons with the exact coordinates... some cards will remove one of the polys... others (most) will cause pixels to shift from one poly to the other everytime you refresh... causing a very annoying shimering. |
well, noting that all OGL antialising is about 2000 times prettier than AGG's I don't mind ;-) | |
older newer | first last |