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Realtime shaders - drawing lines and text

Realtime shaders - drawing lines and text

2004-06-19       - By OO's mailbot

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Also, while we are talking about using Properties to maintain UI
information for plugins and tools, we should start thinking about
moving away from sticking custom properties under the scene root to
maintain session information. Specially since anything below the scene
root gets saved with the scene.

I've started using custom preferences for our tools, which finally
gives me properties that remember their values (like paths for
import/export)

Alain, for the Xgs_plugin, I think it would make sense that you lookup
information in the preference tab, rather than the current system where
you make a custom property under the scene_root undeletable by
re-creating it all the time.

OO
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Olivier Ozoux's mailing list robot
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On Jun 19, 2004, at 8:47 PM, 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?
>>
>>
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