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,,,

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