World: r3wp
[!REBOL3 GUI]
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Maxim 14-Sep-2010 [3287x3] | yeah, I was thinking of doing another test run... the current generating script is pretty convoluted as it goes through a complex liquid dataflow network to be built. |
right now I'm busy integrating OpenGL within a gob! :-) | |
a question... is there a single place where a gob is destroyed (maybe a callback or some method) within the host-kit? just so its more invisible, when I need to detach a gob from the OpenGL rendering context... at this point I have all I need to build an OpenGL gob.. but nothing to get it automatically cleaned up. | |
Cyphre 14-Sep-2010 [3290] | GOB is 'destroyed' by GC AFAIK so you shouldn't rely on that event imo. I don't know details of your implementation but making separate OpenGL context for every GOB doesn't seems to me as a good idea. |
Maxim 14-Sep-2010 [3291x2] | another question. if I have a region of ram which contains rgba pixel data as an array. what is the function I need to call within the compositor::cp_process_gobs() func so that I can copy that array within a gob's pixel buffer? I've been running around the source and its a bit complicated... there are so little comments in the agg code... I'm not sure what does what. I was thinking that the clue lies somewhere in the undefined code within case GOBT_IMAGE: |
the gob will act as a container for an OpenGL context (and viewport). so a single gob! will store the whole 3d scene, not just a single poly/shape. I guess I'll have a command block similar to gob!/draw to define some aspects of a 3D scene (though not everything... since 3D is pretty heavy... probably things will be loadable from ram and disk) | |
Cyphre 14-Sep-2010 [3293] | case GOBT_IMAGE: is a place where the gob/image content is rendered..as I said this code was disabled when Carl updated the hostkit. I'll be updating that part this week. |
Maxim 14-Sep-2010 [3294] | but is the code for copying over image data to the compositing buffer basically there? mainly: ren_buf m_rbuf_img; m_rbuf_img.attach(GOB_BITMAP(gob),gobw,gobh,gobw * 4); agg_graphics::pixfmt pixf_img(m_rbuf_img); [...] m_rb_win.copy_from(m_rbuf_img) |
Cyphre 14-Sep-2010 [3295] | yes |
Maxim 14-Sep-2010 [3296x2] | ok, I'll fiddle around until it works :-) I know that all of what i'm doing is currently subject to being broken at each release, but I took care not to mix my code within any of the extensions, so its pretty easy to merge and adapt with your next releases. |
my goal is to allow an dynamic linking of any external gfx engine within the current system. hopefully DirectX, Cairo and ImageMagic integrations will also be possible, but I have no idea about their API so it might still be a pipe dram at this point. | |
Cyphre 14-Sep-2010 [3298] | Yes, this is not so easy to do as you need to always manage the window differently for almost every gfx system. I have in works AGG accelerated using OpenGL using one trick which makes things much easier and still pixel precise. But I need to try convert the pure c++ prototype code into the Hostkit first to see how it behaves in 'real world' usage cases... |
Maxim 14-Sep-2010 [3299x2] | the question I am asking myself is if I can have both an OpenGL and Direct gob! in the same window :-D |
Direct = DirectX | |
Cyphre 14-Sep-2010 [3301] | I don't think so..but maybe there is some 'hack' for that. Anyway not sure why would you need such setup. |
Maxim 14-Sep-2010 [3302] | I am just wondering... really. |
Anton 14-Sep-2010 [3303] | OpenGL and DirectX can give you different rendering capabilities, so I think there is nothing wrong with having both in the same window for comparison side by side. |
Maxim 14-Sep-2010 [3304x3] | I have added hooks for Cairo and Image Magic too. (though they aren't implemented in any ways whatsoever). |
one of the strengths of image magic is that it can render using DISK memory. which means that you can render images larger than your ram. I am done a few tests in the past and ended up merging 20GB of images into a single render. a part from it taking 30 minutes, it all went well, and the quality is fabulous. | |
it has a selection of ~ 10 filters, and it can render at any bit depth, as well as supporting all image formats known to man, and even a few video formats too. | |
Pekr 15-Sep-2010 [3307] | Max - you've got Carl's answer in R3 Chat re modification of GOBs - it is no go .... Carl asks what you need it for ... |
Maxim 15-Sep-2010 [3308] | funny while doing tests yesterday, I realized it was still allocating only 64 bytes (based on the pointers) and I realized that I was going to corrupt ram... so I changed the system. |
amacleod 17-Sep-2010 [3309x3] | Does r3-gui.r3 run on core a107? I'm getting an error. >> do %r3-gui.r3 Script: "Untitled" Version: none Date: none ** access error: cannot open: %shape.r reason: none |
never mind ...core...I would need to compile host kit | |
is there an available host kit version around? Just to play around... | |
Graham 17-Sep-2010 [3312] | yes, check the downloads directories |
amacleod 17-Sep-2010 [3313] | pre-compiled? I only see the kit. |
Graham 18-Sep-2010 [3314] | Links were posted in the host kit group ... check them out |
Henrik 18-Sep-2010 [3315] | Just wanted to show what the GUI looks like without the box model: http://rebol.hmkdesign.dk/files/r3/gui/237.png And with the box model (panel skin was reset by this action): http://rebol.hmkdesign.dk/files/r3/gui/238.png |
shadwolf 18-Sep-2010 [3316] | it's very grey ... henrik ... I mean its looks likes an old movie the effect are cool but because they are grey over grey we don't notice them ... |
Henrik 18-Sep-2010 [3317] | completely missing the point, as usual. |
shadwolf 18-Sep-2010 [3318] | the effect are cool the overall thing is grey what i'm missing ? |
Pekr 18-Sep-2010 [3319] | Shadwolf - you are missing the fact, that 1) it is not final skin 2) anyone can create alternate skin 3) Henrik just pointed out there is some difference, when box model is used ... :-) |
Henrik 18-Sep-2010 [3320x2] | The skin work is minimal, as there is only enough done to work the material system into the GUI. |
(do you really think I would release a GUI that looks like that?) | |
Pekr 18-Sep-2010 [3322] | Henrik - what is main difference in box vs non-box model? What does it mean "non box-model" at all? |
shadwolf 18-Sep-2010 [3323] | Pekr na i know it's not the ended thing I repeat the overall widgets are cool their organisation is cool but its the grey scale .. 2) anyone ? not me at least since people are paid for that the least they can do is do a professional default skin ... Henrik i judge what is shown that's you don't want to be commented don't show imperfect not ended things ... |
Pekr 18-Sep-2010 [3324x2] | btw - why are buttons so long, but thin? :-) |
shadwolf - dunno if Robert proceeded, but someone sent him a contact to some cool guy doing some GUI designs. We will see, if anything will happen in that area. Robert? :-) | |
shadwolf 18-Sep-2010 [3326] | cause the picture size had to be small and since their is auto resizing that means nothing ... |
Pekr 18-Sep-2010 [3327] | box-model - probably as with CSS, borders, margins, etc. being precisely defined and counted for? |
Henrik 18-Sep-2010 [3328] | pekr, yes exactly. the box model was turned off when the GUI was moved to the host kit. now it's turned back on. |
Pekr 18-Sep-2010 [3329] | auto-resizing is good ... if it works as expected of course. I liked Carl's model - not the model, but that it did what I mostly expected it to do (by examples posted). So far R3 GUI does not work for me yet (button sticking itself to bottom left corner for e.g.), but it is most probably very preliminary to do any judgements right now ... |
Henrik 18-Sep-2010 [3330] | pekr, thin buttons: 1. the grouping of buttons specify 3 columns 2. the width of the checkboxes is the minimum as shown. I'm not sure why that's set so high. if it were smaller, the window would automatically also be narrower. |
shadwolf 18-Sep-2010 [3331] | see when i look at those last posts here that reflect exactly why i don't want to use R3 GUI for the moment most of things are not done or disactivated ... What is made this week can be undo the next week... that's in too much work in progress stage... |
Henrik 18-Sep-2010 [3332] | shadwolf, the GUI is released as is, so the community can help find bugs. |
Pekr 18-Sep-2010 [3333x2] | I think that widgets should keep some metrics/aspect ratio (hmm, on the other side, I can imagine square button, e.g. when you are simulating some industry panel design, but that could be solved by separate style) |
shadwolf - just be fair to guys .... when they don't release stuff, we complain, when they release some preliminary stuff, we complain too :-) | |
shadwolf 18-Sep-2010 [3335x2] | Maxim good idea to take as entry point for rendering display with other graphical libraries area the Gob/IMAGE even if it's some what extrem at least using that kind of binding you can keep using natural R3 GUI and even use draw over the rendering. I'm surprise Carl doesn't see the point ... |
Pekr no i never coplained cause i didn't got some half made work in progress to test ... I just complain to get the direction to know what would be the futur and to know the agenda ... that's all !!! I don't caore of host kit i don't care of the widgets anyway if it doesn't fit my taste I'm grown anough to do my own widgets anytime like i did with R2 /VID | |
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