[
Date Prev][
Date Next][
Thread Prev][
Thread Next][
Date Index][
Thread Index]
[
List Home]
Miles,
On 30.09.10 21:36, Miles Parker wrote:
I can't remember if weve discussed this in the pas, but what do you think of technical possibilities of doing WebGL implementation for GEF3D?My guess is that any limitations are probably on the editing side?
I have posted a comment about GEF3D and WebGL (in combination with RAP)
here: http://eclipsesource.com/blogs/2010/04/20/drawing-with-rap-yup/ .
To repeat the current research: A master thesis I tutored tried to bring
GEF3D to web apps by using RAP and WebGL. The biggest problem at that
time was that RAP uses an elder version of an AJAX framework (Qooxdoo),
which didn't support canvases. I assume this would be solved by now, but
I'm not that deeply involved in RAP or other AJAX approaches. The main
task in order to use WebGL would be to write a new Graphics3D
implementation for WebGL. The most obvious difference between OpenGL and
WebGL is that the latter does not support glBegin and glEnd anymore,
which is to be removed from OpenGL in the long run as well. However,
GEF3D uses these two functions, and I haven't investigated how to
replace them. But as the drawing commands are to be send from the server
to the client, a more abstract interface (as Graphics3D is at the
moment) would be useful anyway (so the glBegin/End functions would not
really be a problem). And yes, editing would be a problem, but this is
more a general GEF related problem.
Cheers,
Jens
P.S.: Miles, have a look at the GEF3D-dev archive, we discussed RAP a
while ago (April 2010).