Realtime shaders - drawing lines and text 2004-06-19 - By Felix Gebhardt
Back
Perfect! :)
Alain Laferri�re wrote: > 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 > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi
--- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
|
|