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OLD Demos from Old GLScene NG

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2015-11-11
2016-03-22
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  • Jerome.D (BeanzMaster)

    Hi to i found this on my HD it's a zip with some interesting demos from the old glscene newsgroup
    Becarefull this demos ARE NOT UPDATED. You'll need make some change in the sources code often you'll just change the uses declarations

    Best Regards

    See attachement in next post

     
  • Jerome.D (BeanzMaster)

    This is the old demos Archive

     
  • Jerome.D (BeanzMaster)

    I'll make an another zip with some other old demos when i'll have the time

    See you soon

     
  • Pavel Vassiliev

    Pavel Vassiliev - 2015-11-11

    Jerome,
    Well, it's unreal that you have such a very big HD on your comp to preserve all old demos $-).
    But you can now download the updated version of it from https://sourceforge.net/projects/glscene/files/User%20Demos/User%20Demos%201.3/
    with mainly all oldNG demos. It's work on current SVN version or on snapshot.
    Please, attach another part of your storage.
    Regards
    PW

     
  • SBlade

    SBlade - 2015-11-11

    Very much appreciated,
    Regards,

     
  • Jerome.D (BeanzMaster)

    Ok Pavel i don't saided that this all old demos was already updated. Sorry.

    It will be welcome to update the GLScene Home page with all this Links like your GLAsm pack. Dunno I have other codes that are not included in the list as the Cell Land, and liquidgas editor and some other small pieces of code that can be useful. My HD is only a 250go :) My PC is Old when i'll have enought money i'll buy a new one. Some weeks ago i had an external 1To HD but it crashed and i lost many personnal codes and others GLScene codes from the old NG :(

     
  • Jerome.D (BeanzMaster)

    Ok i'll back i've made a zip with all i have :) this zip one

     
  • Pavel Vassiliev

    Pavel Vassiliev - 2015-11-11

    Jerome,
    Thanks, it will be very very welcome if you update the GLScene Home page with existent links and the list of all demos
    PW

     
  • Jerome.D (BeanzMaster)

    Yes but how can i make it ?

     
  • Pavel Vassiliev

    Pavel Vassiliev - 2015-11-12

    Jerome,
    Don't know about possibility to get access to http://glscene.sourceforge.net/wikka/HomePage, (may be Eric Grange could help you)
    but if you will to join to GLScene's developers then I can include you to the list with update permission and add some pages to Wikka on sourceforge. Let me know about it with your login on the sf.net.
    PW

     
  • arc-azrael11

    arc-azrael11 - 2015-11-12

    If you want to make the GLscene site work again i want to be in...
    I have some experience in sites HTML or PHP to make some modifications to look at least better that now...

    Count me in..

    Thanks for all the demos... jerome...
    Please if you have time make a map about the glcene editor to help you as i can...

    P.S. i try to find some old try by Pretador "i think the name is" for have FFMPEG inside a TGLPanel or any TGLObject i think and cant find it anymore.. if any of you have it i really want this...

    Thank you...

     
  • Jerome.D (BeanzMaster)

    Hi

    Azarel for web site we see later and it's not a real problem (I am a web developper :)) so i'll ask you for help on html code

    "for have FFMPEG " see in zips file if i'm remember it have a demo inside wich use it for displaying mpeg insead of avi

     
  • arc-azrael11

    arc-azrael11 - 2015-11-14

    Sorry jerome i can't find it...
    Perhaps if you remember the projects name will help...

    Thank you ...

    P.S.. About the gui for Editor... it will be VCL gui or GLScene Gui objects.?

     
  • RBob

    RBob - 2016-01-18

    Hi all,
    I take a look to some old demos you have linked. In particular, if I excute your application Texture3D.exe all works well (without any graphic card errors).
    Then I try to recompile Texture3D demo in DelphiXE4, making little modifications to the code adapting it to the new version of glscene, but executing the new version I get "Graphic card does not support 3d textures" error.
    Anyone have suggestions? I attach the code if someone would like to test it..

    thank you

     
  • RBob

    RBob - 2016-02-12

    Hi all,
    I think the follow is a stupid problem,but I don't understand what is wrong:
    I try to create a material (in a GLMaterialLibrary component) setting bmTransparency as BlendingMode property and then I play with Diffuse.Alpha value to modulate the transparency; but when I move some objects in the scene, I get a bad color effect as you can see in the picture attached... what is wrong?
    I also thought the problem can be due to other scene properties like FocalLenght, FieldOfView, NearPlaneBias..., but it seems not be.

    I attach a simple demo to reproduce the problem...
    can you help me?
    thank you!

    bob

     
  • Pavel Vassiliev

    Pavel Vassiliev - 2016-02-13

    Hi Roberto,
    In your material lib change FaceCulling property from fcNoCull to fcCull or fcBufferDefault
    PW

     
    • RBob

      RBob - 2016-02-14

      ooops,
      thank you!!

      2016-02-13 7:47 GMT+01:00 Pavel Vassiliev vassiliev@users.sf.net:

      Hi Roberto,
      In your material lib change FaceCulling property from fcNoCull to fcCull
      or fcBufferDefault
      PW


      OLD Demos from Old GLScene NG
      https://sourceforge.net/p/glscene/discussion/93606/thread/960c9385/?limit=25#4d00


      Sent from sourceforge.net because you indicated interest in
      https://sourceforge.net/p/glscene/discussion/93606/

      To unsubscribe from further messages, please visit
      https://sourceforge.net/auth/subscriptions/

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      • RBob

        RBob - 2016-03-10

        Hi Pavel (and every other ones)
        I'm come back working to Texture3D demo, but with my data (about
        300x300x300 volume points) the camera movements begin to be slow.. do you
        know if is it possible to transform the GLDirectOpenGL object in something
        like a shader? Is it simple or take a lot of work?
        Another question: do you know about raycasting approach in volume rendering
        implementation? Is there any GLScene object that implements this technique?
        Are there demos about that?

        thanx,
        Roberto

        PS: recently, I have re-implemented Marching Cube in a base version
        traducing it from C++ code and following this paper
        https://www-s.ks.uiuc.edu/Research/vmd/projects/ece498/surf/lewiner.pdf
        (to have a more efficent algorithm); if you think it will be usefull, I
        thought to donate it (with a little demo) for glscene comunity

        2016-02-14 13:11 GMT+01:00 Roberto Bussola robussola@users.sf.net:

        ooops,
        thank you!!

        2016-02-13 7:47 GMT+01:00 Pavel Vassiliev vassiliev@users.sf.net:

        Hi Roberto,
        In your material lib change FaceCulling property from fcNoCull to fcCull
        or fcBufferDefault
        PW


         

        Last edit: Jerome.D (BeanzMaster) 2016-03-10
        • Pavel Vassiliev

          Pavel Vassiliev - 2016-03-11

          Roberto,

          ///I have re-implemented Marching Cube in a base version
          traducing it from C++ code and following this paper
          https://www-s.ks.uiuc.edu/Research/vmd/projects/ece498/surf/lewiner.pdf
          (to have a more efficent algorithm); if you think it will be usefull, I
          thought to donate it (with a little demo) for glscene comunity\\

          Yes, of course, it' would be nice to have one or more efficient algorithms for isosurfaces in GLScene. Try to apply an example with your code also.
          PW

           
          • RBob

            RBob - 2016-03-15

            Hi all,
            I attach my current version (GLMarchingCubes.pas + MCLookUpTable.inc) with
            a little demo to visualize the surface in a GLMesh or in a GLFreeForm;
            the surface data are generated by means some mathematical functions given
            their analytical formulas.. algorithm calculates "local" gradient to
            construct vertex normal, so we obtain a smooth effect on final surface...

            in the future I hope to extend the algorithm in consideration of the paper
            I linked you, but now, I'm working on volume rendering: can anyone give me
            suggestions about raycasting approach? are there demos of it in glscene?

            r.

            2016-03-11 20:55 GMT+01:00 Pavel Vassiliev vassiliev@users.sf.net:

            Roberto,

            ///I have re-implemented Marching Cube in a base version
            traducing it from C++ code and following this paper
            https://www-s.ks.uiuc.edu/Research/vmd/projects/ece498/surf/lewiner.pdf
            (to have a more efficent algorithm); if you think it will be usefull, I
            thought to donate it (with a little demo) for glscene comunity\

            Yes, of course, it' would be nice to have one or more efficient algorithms
            for isosurfaces in GLScene. Try to apply an example with your code also.
            PW


            OLD Demos from Old GLScene NG
            https://sourceforge.net/p/glscene/discussion/93606/thread/960c9385/?limit=25#4d00/f12e/bc74/003e


            Sent from sourceforge.net because you indicated interest in
            https://sourceforge.net/p/glscene/discussion/93606/

            To unsubscribe from further messages, please visit
            https://sourceforge.net/auth/subscriptions/

            --
            Informativa sulla Privacy: http://www.unibs.it/node/8155

             
  • RBob

    RBob - 2016-03-17

    file re-attached..

     
  • Pavel Vassiliev

    Pavel Vassiliev - 2016-03-18

    Hi Roberto,
    Ok, it's very interesting algorithm and I've added your project as Isosurfaces demo to Examples in branches. It would be nice also to have an option in the list of choice to get an isosurface from scatter points loading from a file in simple text format. Then we'll update current version which now is present in GLScene.
    PW

     

    Last edit: Pavel Vassiliev 2016-03-18
  • RBob

    RBob - 2016-03-21

    hi Pavel,
    I attach you an update of the demo (and little bit also the file GLMarchingCubes.pas) I made following your suggestions: the last option in combo allows to load a tx3 file. After load user must set a default isovalue for the file..
    I re-use (and add to the demo) the file"head.tx3" taking it from texture3d demo and giving 40 as default iso value to see something with that file...

    cheers,
    r.

     
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