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Re: [OpenSCAD] graphics cards for opengl?

TP
Torsten Paul
Thu, Dec 11, 2014 1:10 PM

> The forum at OpenGL (https://www.opengl.org/discussion_boards/) seems to be
> lively. I'm sure someone there could be motivated by a well-written
> forumpost where we explain what kind of challenges OpenSCAD has currently
> with OpenGL.
>
I think the challenges are mostly on OpenSCAD side, like consolidating
all the scattered places where model render is happening.

One of the biggest questions is if there's a nice abstraction layer for
the OpenGL stuff. While there are a number of projects doing that, e.g.
OpenSceneGraph, Ogre, Irrlicht, ... but most tend to be more targeted
at games which does not fit too nicely with OpenSCAD. OpenSceneGraph
might be a reasonable choice, but it's a huge project in itself, so it
could be a challenge to integrate. It is available in MXE which we use
for Windows builds, so that's a big plus.

Actually the newly released Qt5.4 does bring some more relatively low
level OpenGL abstractions, so maybe that's all we need.

Still an engine that supports things like Camera, 3D interactions and
ideally even with support for GLES2 would help a lot.

ciao,
Torsten.

WW
William W Martin
Thu, Dec 11, 2014 3:26 PM

Anyone know what MeshLab uses? It seems to do a great job of rotating,
etc, even with my old hardware.
-bill

On 12/11/2014 05:10 AM, Torsten Paul wrote:

seems to be

lively. I'm sure someone there could be motivated by a well-written
forumpost where we explain what kind of challenges OpenSCAD has

currently

with OpenGL.

I think the challenges are mostly on OpenSCAD side, like consolidating
all the scattered places where model render is happening.

One of the biggest questions is if there's a nice abstraction layer for
the OpenGL stuff. While there are a number of projects doing that, e.g.
OpenSceneGraph, Ogre, Irrlicht, ... but most tend to be more targeted
at games which does not fit too nicely with OpenSCAD. OpenSceneGraph
might be a reasonable choice, but it's a huge project in itself, so it
could be a challenge to integrate. It is available in MXE which we use
for Windows builds, so that's a big plus.

Actually the newly released Qt5.4 does bring some more relatively low
level OpenGL abstractions, so maybe that's all we need.

Still an engine that supports things like Camera, 3D interactions and
ideally even with support for GLES2 would help a lot.

ciao,
Torsten.


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Anyone know what MeshLab uses? It seems to do a great job of rotating, etc, even with my old hardware. -bill On 12/11/2014 05:10 AM, Torsten Paul wrote: > > The forum at OpenGL (https://www.opengl.org/discussion_boards/) > seems to be > > lively. I'm sure someone there could be motivated by a well-written > > forumpost where we explain what kind of challenges OpenSCAD has > currently > > with OpenGL. > > > I think the challenges are mostly on OpenSCAD side, like consolidating > all the scattered places where model render is happening. > > One of the biggest questions is if there's a nice abstraction layer for > the OpenGL stuff. While there are a number of projects doing that, e.g. > OpenSceneGraph, Ogre, Irrlicht, ... but most tend to be more targeted > at games which does not fit too nicely with OpenSCAD. OpenSceneGraph > might be a reasonable choice, but it's a huge project in itself, so it > could be a challenge to integrate. It is available in MXE which we use > for Windows builds, so that's a big plus. > > Actually the newly released Qt5.4 does bring some more relatively low > level OpenGL abstractions, so maybe that's all we need. > > Still an engine that supports things like Camera, 3D interactions and > ideally even with support for GLES2 would help a lot. > > ciao, > Torsten. > > > _______________________________________________ > OpenSCAD mailing list > Discuss@lists.openscad.org > http://lists.openscad.org/mailman/listinfo/discuss_lists.openscad.org