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Re: WebGL renderer
November 22, 2012 01:02AM
Quote
Steffen
the improvements which I spontaneously like to collect here, jumping to my eye or mind, are

(a) rotation center:
The center of rotation currently seems to be hardcoded 0/0/0.
I would better like to have it at the model's center, like in LDView.
Using the mouse currently in your web app feels so different than LDView,
that it confuses me. I would love to see a big similarity in mouse handling between the 2 tools.

Yes that's hardcoded now. I don't know if ldview calculates the center automatically or uses some metadata in the file. i have to make some tests.
About the mouse, i just thrown in a working system, it surely can be improved, and it needs zooming with the wheel :)

Quote
Steffen
(b) incremental parts display:
perhaps it is very easy to do, and you could show the model already while it is loading.
the user can watch the downloaded parts appear in the model.
I think it could be quite cheap to do, because you already know all the matrices etc, just the "real" part data is missing.
Thus, you could already build up the necessary data structures, and skip them on rendering, while the model is not fully loaded.
I think this would be an evern more "incremental" load than displaying the progress status message :D

Yeah i considered it too.. Seeing the model progressively being built would be awesome. It might not be very hard but needs some modifications on the program.

Quote
Steffen
(d) default color 16:
Nicola, you seem to currently use 0/0/0 always for default color 16.
I would prefer if you would use the color specified explicitly in LDConfig.ldr (some "medium" default grey).
To you already use that file? You can always get the most recent version also from the ldraw.org site.

I've yet to understand completely how color works, but i got that 16 is actually the "current color", and i correcly substitute it with what "parent lines" says, it's not hardcoded to 0. What i miss is the whole "complementary" colors and code 24.

Quote
Steffen
(e) edges:
you currently are not rendering edges at all.
I would like to have a checkbox or button for toggling that on and off.
It should be nearly trivial to add the drawing of them to your existing implementation.

Normal edges would be trivial, conditional edges will be not :) They're one of the most puzzling quirks of LDraw file model. Basically you cannot just send them to OpenGL as a bunch of vectors, you have to manually test one by one and decide if you should draw them with a quite complex algorithm. It looks like some kind of hardcoded, precalculated "toon shading" like algorithm?
What i'd like to do is to use them to see if faces should be smooth or flat (basically what they tell is if the two faces should be "curved" or separated) so that i can render curved part nicely, but that require some work.

Quote
Steffen
Nicola, I am again falling of my chair, impressed.
I just tested the attached file, which uses an LSYNTH synthesized cable,
plus unofficial parts, it loaded quickly and smooth, and looked beautiful!

That's not my merit, LSynth generates standard faces, i didn't do anything special for it :)

Quote
Steffen
var flip = geometry._inverting ^ (det<0.0) ^ (!ccw); // kungfu

hahahaha, liked that

Lol, that code required quite a lot of trial and error :) Another quirk of LDraw is how it mixes CCW and CW faces and how it "inverts" subparts :)
SubjectAuthorViewsPosted
WebGL renderer Nicola814November 16, 2012 06:58AM
Re: WebGL renderer Michael Heidemann196November 16, 2012 01:08PM
Re: WebGL renderer Attachments Michael Heidemann170November 25, 2012 08:00AM
Re: WebGL renderer Nicola162November 26, 2012 01:15AM
Re: WebGL renderer Travis Cobbs190November 26, 2012 12:31PM
Re: WebGL renderer Michael Heidemann251January 01, 2013 12:03AM
Re: WebGL renderer Nicola104January 15, 2013 08:29AM
Re: WebGL renderer Attachments Nicola121January 15, 2013 12:25PM
Re: WebGL renderer Roland Melkert131January 15, 2013 02:16PM
Re: WebGL renderer Nicola141January 16, 2013 12:31AM
Re: WebGL renderer Michael Heidemann81January 16, 2013 07:57AM
Re: WebGL renderer Nicola108January 16, 2013 08:37AM
Re: WebGL renderer Philippe Hurbain168November 16, 2012 01:51PM
Re: WebGL renderer Tim Gould166November 16, 2012 02:12PM
Re: WebGL renderer Steffen200November 16, 2012 04:57PM
Re: WebGL renderer Nicola153November 17, 2012 08:23AM
Re: WebGL renderer Steffen169November 17, 2012 03:28PM
Re: WebGL renderer Tim Gould175November 17, 2012 03:57PM
Re: WebGL renderer Nicola211November 18, 2012 05:05AM
Re: WebGL renderer Travis Cobbs158November 17, 2012 06:17PM
Re: WebGL renderer Nicola173November 18, 2012 05:15AM
Re: WebGL renderer Steffen148November 18, 2012 06:14AM
Re: WebGL renderer Tim Gould163November 18, 2012 12:58PM
Re: WebGL renderer Nicola156November 21, 2012 11:23AM
Re: WebGL renderer Willy Tschager145November 21, 2012 01:49PM
Re: WebGL renderer Philippe Hurbain176November 21, 2012 09:51PM
Re: WebGL renderer Nicola154November 22, 2012 12:47AM
Re: WebGL renderer Philippe Hurbain180November 22, 2012 01:09AM
Re: WebGL renderer Willy Tschager158November 22, 2012 01:45AM
Re: WebGL renderer Philippe Hurbain156November 22, 2012 02:01AM
Re: WebGL renderer Nicola174November 22, 2012 02:26AM
Re: WebGL renderer Philippe Hurbain160November 22, 2012 02:55AM
Re: WebGL renderer Philippe Hurbain191November 22, 2012 01:05AM
Re: WebGL renderer Steffen143November 21, 2012 03:41PM
Re: WebGL renderer Steffen123November 21, 2012 03:52PM
Re: WebGL renderer Nicola133November 22, 2012 01:02AM
Re: WebGL renderer Philippe Hurbain144November 22, 2012 01:21AM
Re: WebGL renderer Steffen121November 22, 2012 12:29PM
Re: WebGL renderer Nicola155November 23, 2012 02:44AM
Re: WebGL renderer Philippe Hurbain164November 23, 2012 04:18AM
Re: WebGL renderer Steffen139November 23, 2012 11:07AM
Re: WebGL renderer Steffen150November 23, 2012 10:57AM
Re: WebGL renderer Attachments Steffen159November 21, 2012 04:02PM
Re: WebGL renderer Steffen144November 21, 2012 04:13PM
WebGL in Firefox (or other Mozilla browsers?) Steffen326November 22, 2012 01:11PM
Re: WebGL renderer Ken Drew146November 21, 2012 05:25PM
Re: WebGL renderer Willy Tschager164November 22, 2012 08:05AM
Re: WebGL renderer Nicola183November 22, 2012 10:45AM
Re: WebGL renderer Steffen194November 22, 2012 12:34PM
Re: WebGL renderer Nicola162November 28, 2012 02:22PM
Re: WebGL renderer Philippe Hurbain147November 29, 2012 12:19AM
Re: WebGL renderer Travis Cobbs180November 29, 2012 03:42PM
Re: WebGL renderer Nicola162December 14, 2012 03:05AM
Re: WebGL renderer Philippe Hurbain118December 14, 2012 04:29AM
Re: WebGL renderer Nicola117December 14, 2012 05:06AM
Re: WebGL renderer Philippe Hurbain118December 14, 2012 05:11AM
Re: WebGL renderer Steffen140December 15, 2012 02:44PM
Also trying LDraw in WebGL Daniel B240December 28, 2012 05:10AM
Re: Also trying LDraw in WebGL Daniel B162December 28, 2012 01:23PM
Re: Also trying LDraw in WebGL Nicola102January 15, 2013 08:31AM
Re: WebGL renderer Michael Horvath142December 31, 2012 09:28AM
Re: WebGL renderer Nicola125January 15, 2013 08:34AM
Re: WebGL renderer Michael Heidemann107January 15, 2013 08:38AM
Re: WebGL renderer Michael Horvath110January 25, 2013 02:46PM
Re: WebGL renderer Nicola100January 28, 2013 04:49AM
Re: WebGL renderer Roland Melkert76January 28, 2013 01:56PM
Re: WebGL renderer Michael Heidemann89January 28, 2013 02:19PM
Re: WebGL renderer Steffen98January 28, 2013 02:37PM
Re: WebGL renderer Travis Cobbs124January 28, 2013 02:45PM



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