Login  Register

Re: Java3d pushing the limits...

Posted by philjord on Feb 17, 2016; 3:14pm
URL: https://forum.jogamp.org/Java3d-pushing-the-limits-tp4035814p4036292.html

Harvey,
I’m very happy to contribute back, but as I mentioned it still needs a lot of clean up work.
 
The Java3D pipeline design helped make this an change easier, I only put a single call into GeometryArray (to clean up buffers) otherwise the whole change was just a new pipeline taken from JoglPipeline.
 
It is currently aimed at being GL2ES2 compatible, so it’s got a bunch of pipeline features unsupported.
 
as a sample things like:
Raster
QuadArray
AA by accum
Texture3D
TexCoordGen
MipMap auto generation (ES2 has a different system I haven’t put in place yet)
Lines (GL_LINE/GL_LINE_STRIP) looks terrible with no line patterns
Screen door transparency
Texture Boundaries (and the CLAMP changes)
A bunch of image types aren’t supported, but all the main ones are.
 
 
 
Some stuff I didn’t really understand is dropped as well
TextureFillBackground\TextureFillRaster
Decal1stChildSetup\DecalNChildSetup
 
 
I’ve only made it go with the geometry format I needed indexed/unindexed by ref nio float buffers. All the others are not yet converted, but in theory should be fine.
 
My buffer init/cleanup is entirely in the pipeline but needs to be pushed out to the GeometryArray itself, but that’s not a showstopper just a bit of better design.
 
Finally, I have a single shader vert/frag pair that clearly shows anyone who want to see how a FFP equivalent shader would look.
I say that because thousands of learners want to know what it would look like, but no one on the web wants to say, they just say “make it do whatever you want” which is annoying when what you want is “the same as FFP”.
 
So I’ll fire you a pull request at some point in the next month or so and you can take a look at the damage and decide how you want to proceed.
 
Thanks,
Phil.
 
 
Sent: Wednesday, February 17, 2016 6:54 AM
Subject: Re: Java3d pushing the limits...
 
I'm especially interested in the pipeline changes you've made as all of the infrastructure for multiple pipelines still exists in Java3D, and if you're willing to contribute your changes upstream I'd be very interested in trying to integrate them.

Harvey


If you reply to this email, your message will be added to the discussion below:
http://forum.jogamp.org/Java3d-pushing-the-limits-tp4035814p4036269.html
To start a new topic under java3d, email [hidden email]
To unsubscribe from java3d, click here.
NAML