On Jun 1, 2009, at 9:55 PM, Eduardo Cavazos wrote:
Below is your 'aghuloum_tree'. :-)
Cool.
[...] It's hard for OpenGL to keep up with Anti Grain for stuff like this.
I'd say: don't push it in this direction but in another more exciting one. Since you're doing opengl anyways, I would extend the system to make 3D CFDG. The extension doesn't look too hard to add to the language. First, you can add a "box" primitive in addition to "square" (a box can be 6 squares). And in addition to "x <off>" and "y <off>", you add a "z <off>" which does translation in the z direction. Also, in addition to "r <degrees>" which does rotation about the z axis, you can add "rx <degrees>" and "ry <degrees>" for rotation about the x and y axes. Then, we can have real trees! :-) Once you do that, and to deal with the antialiasing problems, I would suggest you disentangle the opengl stuff from the CFDG stuff and provide an additional "povray" backend. That way, one can use the opengl backend as a modeler or quick preview and use povray for the final rendering. Aziz,,,
