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Re: [Public WebGL] off-line opengl render?



I'm not sure if this entirely fits what you're looking for, but there is node-webglÂif you're looking for something that runs outside the browser. I haven't really tried it as part of a server, so it may not be appropriate for your needs.

--Brandon

On Tue, Jun 19, 2012 at 10:04 AM, Kenneth Russell <kbr@google.com> wrote:

Brian Paul of Mesa fame developed a tiled rendering library which
should do what you are looking for:

http://www.mesa3d.org/brianp/TR.html

A port to WebGL would be interesting. Unfortunately it's based on the
fixed function pipeline's matrix stack, so it'll have to be refactored
or rewritten for a pure shader based pipeline.

-Ken


On Tue, Jun 19, 2012 at 3:31 AM, Tom Sparks <tom_a_sparks@yahoo.com.au> wrote:
>
>
> --- On Tue, 19/6/12, Gregg Tavares (çç) <gman@google.com> wrote:
>
>
> From: Gregg Tavares (çç) <gman@google.com>
> Subject: Re: [Public WebGL] off-line opengl render?
> To: "Tom Sparks" <tom_a_sparks@yahoo.com.au>
> Cc: public_webgl@khronos.org
> Received: Tuesday, 19 June, 2012, 7:42 PM
>
>
>
>
> On Tue, Jun 19, 2012 at 2:20 AM, Tom Sparks <tom_a_sparks@yahoo.com.au> wrote:
>
>
> I am wondering is there a off-line opengl render to allow me render 5Mpx images?
>
>
> What do you mean by "off-line"?
>
> non-real time
>
> If you just want OpenGL you can do that on any OS that supports OpenGL. Otherwise you can use OSMESA
>
> osmesa look like it may do the job
>
>
> For WebGL you can run a small server, render a scene, call canvas.toDataURL, pass the resulting string to your server, have it uudecode the string and save it.
>
> I don't know if my local webgl runtime can deal with large images, but then there are limitation with url length
>
> tom

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