Thread: [PyOpenGL-Users] tessellation example
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From: Fulko v. W. <Ful...@dt...> - 2004-07-21 19:16:06
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Hello, I wrote a geographical-map display-system. The whole thing works very nice, but needs a major improvement. At the moment all areas only have the boundaries drawn, and I would like to have them filled. Tessellation seems the answer, and glu my friend. I looked it up in the red_book, but that was far too complex for me. Then I studied OpenGLContext; very hard for me to rewrite for my needs. Does someone have a clean and _simple_ example-program that converts a list of funny shaped polygons (like shorelines) into a list of convex polygons? Thanks for any help. Fulko -- Fulko van Westrenen |
From: Mike C. F. <mcf...@ro...> - 2004-07-22 03:16:45
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You don't actually need much of OpenGLContext. The OpenGLContext/scenegraph/polygontessellator.py module is only dependent on the utilities module, which is just providing very low-level operations such as cross and dot products, and the vertex module, which is just a trivial modeling of a vertex. With the polygontessellator module, the code to tessellate a polygon is that seen in OpenGLContext/tests/glu_tess.py, to wit: for type, vertices in self.tess.tessellate( vertices, forceTriangles=0 ): glNormal( 0,0,-1 ) glBegin( type ) for v in vertices: glVertex2dv( v.point ) glEnd() Though there's more to it to actually use each vertex's colour, normal, etceteras, but that's all pretty straightforward, they're just attributes of the vertex object. There's also a method tessContours which allows for defining multiple-contour shapes, such as those between two map contour lines. Anyway, just reading the polygontessellator module should give you just about everything you need to do tessellation. Good luck, Mike Fulko van Westrenen wrote: >Hello, > >I wrote a geographical-map display-system. The whole thing works >very nice, but needs a major improvement. At the moment all areas >only have the boundaries drawn, and I would like to have them filled. >Tessellation seems the answer, and glu my friend. I looked it up in >the red_book, but that was far too complex for me. Then I studied >OpenGLContext; very hard for me to rewrite for my needs. > >Does someone have a clean and _simple_ example-program that converts >a list of funny shaped polygons (like shorelines) into a list of >convex polygons? > >Thanks for any help. > >Fulko > > ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://members.rogers.com/mcfletch/ blog: http://zope.vex.net/~mcfletch/plumbing/ |
From: enrike <en...@al...> - 2004-08-03 09:00:38
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Hi when i run my progam it takes 98% of the CPU. I would like to know some suggestions about who to reduce and control this. maybe reducing the fps?. is there any other way? I have been using SDL and there you would tipicly optimise this by controlling which parts of the screen are updated. Another question is if anyone knows some module that implements python scripts to import images (to use as textures). I am using Image but this is a rather big module for my pourpose and would like to use some python based scripts for this. thanks! -- enrike |
From: Andrew S. <str...@as...> - 2004-08-03 16:02:34
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On Aug 3, 2004, at 1:59 AM, enrike wrote: > Hi > > when i run my progam it takes 98% of the CPU. > I would like to know some suggestions about who to reduce and control > this. > maybe reducing the fps?. is there any other way? synchronize to vsync -- only draw as many frames as get displayed. > I have been using SDL and there you would tipicly optimise this by > controlling which parts of the screen are updated. > > Another question is if anyone knows some module that implements python > scripts to import images (to use as textures). > I am using Image but this is a rather big module for my pourpose and > would like to use some python based scripts for this. Another option would be pygame -- see, for example: http://cvs.sourceforge.net/viewcvs.py/visionegg/visionegg/src/ Textures.py?view=markup > thanks! > > -- > enrike > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by OSTG. Have you noticed the changes on > Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, > one more big change to announce. We are now OSTG- Open Source > Technology > Group. Come see the changes on the new OSTG site. www.ostg.com > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users |