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
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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
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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 :(
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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
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
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...
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
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..
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!
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
///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
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
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?
///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
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
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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...
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
This is the old demos Archive
I'll make an another zip with some other old demos when i'll have the time
See you soon
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
Very much appreciated,
Regards,
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 :(
Ok i'll back i've made a zip with all i have :) this zip one
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
Yes but how can i make it ?
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
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...
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
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.?
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
Hi, Roberto,
You need to use OpenGLTokens instead of OpenGL1x unit and remove assert then it should work for XE4/XE8/10. Look at attachment.
PW
Hi Pavel, thank you very much!
Your code works perfectly!
r.
2016-01-18 21:05 GMT+01:00 Pavel Vassiliev vassiliev@users.sf.net:
--
Informativa sulla Privacy: http://www.unibs.it/node/8155
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
Hi Roberto,
In your material lib change FaceCulling property from fcNoCull to fcCull or fcBufferDefault
PW
ooops,
thank you!!
2016-02-13 7:47 GMT+01:00 Pavel Vassiliev vassiliev@users.sf.net:
--
Informativa sulla Privacy: http://www.unibs.it/node/8155
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:
Last edit: Jerome.D (BeanzMaster) 2016-03-10
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
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:
--
Informativa sulla Privacy: http://www.unibs.it/node/8155
file re-attached..
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
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.