Realtime shaders - drawing lines and text 2004-06-19 - By Alain Laferrière
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Hi Felix,
The display callback checks for the custom property's "Active" parameter to know if it should display anything. The actual overhead of XSI invoking this callback and then verifying this parameter should be negligible. And you can control this parameter from scripting, if needed.
I hope this helps, Alain
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Felix Gebhardt Sent: Saturday, June 19, 2004 7:29 PM To: XSI@(protected) Subject: Re: Realtime shaders - drawing lines and text
Hi Alain, this looks really promising! Thanks a lot for this gem. I would have a (speed neurotic) question though. How critical would you say is the overhead of having it around all the time when I, say, need it only if I have a particle cloud containing custom vectors? Is the overhead neglectable? Is it easy to activate the callback only when needed? What do you think?
In any way your example is much appreciated! Thanks again, Felix
Alain Laferri�re wrote: > Hello, > > Just a follow-up on that thread : you can use the Xgs_Slate example > that I posted on XSINet ( including source code ) to see how to > display text and texture bitmap information in XSI views. This uses a > XSI 4.0 Xgs display callback to draw things at a scene-level so you > will not have a problem with things being drawn more than once as when > working with a realtime shader applied on a material used by multiple objects. > > I hope this helps, > Alain > > -- --Original Message-- -- > From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On > Behalf Of Homam Bahnassi > Sent: Thursday, March 04, 2004 4:48 PM > To: XSI@(protected) > Subject: RE: Realtime shaders - drawing lines and text > > Real-time shaders are a great candidate for this... And it should be > fairly easy to do it considering the samples provided with the SDK. > Note that real-time shaders operate on a per-material basis, and might > get called multiple times for all objects using that material. Still, > this can be solved easily. > For text output, unfortunately I can't help much with OGL, but looks > like the scenario is pretty the same with D3D (which we're using). We > just use textured quads that contain characters sampled from a "font" > texture. For simplicity, the font is monospace, so the calculations are speedy. > > Lines on the other hand, are easy and directly supported by the 3D > API, still, if you need fancy line capabilities (width, > capping...etc), you're back to simulating them with triangles... > > I hope this helps, > Homam Bahnassi > 3D Supervisor > In|Framez > >> -- --Original Message-- -- >> From: Felix Gebhardt >> [mailto:gebhardt@(protected)] >> Sent: Wednesday, March 03, 2004 8:05 PM >> To: XSI@(protected) >> Subject: Realtime shaders - drawing lines and text >> >> I'm in the need to dynamically draw lines and positioned text into >> the viewport. Something like the normals display of the >> User_Normal_Editing.Addon and the name that gets displayed if one >> activates the "Name" checkbox in the Camera_Visibility Attributes. >> Realtime shaders seem like an option!? >> >> Anyone cares to share some hints and directions about what library to >> use and what to look for? Is it possible to use Glut as I can't find >> any font rendering in GLExt? Any other possibilities or ideas? > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi
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