COMPGROUPS.NET | Search | Post Question | Groups | Stream | About | Register

Wireframe rendering???

• Email
• Follow

Is it possible to do up some objects-simple blocks-in Modeler and render
them out in Layout as a sort of wireframe image???

 0
Reply Quinn 11/22/2004 12:23:18 AM

See related articles to this posting

Quinn X. Varnish wrote:
> Is it possible to do up some objects-simple blocks-in Modeler and render
> them out in Layout as a sort of wireframe image???

Check the manual under 'Render Edges' and 'Render Outlines'. All you
want to know is in those terms.

 0
Reply Except 11/22/2004 12:14:26 PM

1 Replies
98 Views

Similar Articles

12/6/2013 7:34:35 AM
[PageSpeed]

Similar Artilces:

rendering a tree
I have a tree structure with over 500,000 nodes. I would like to create a GUI to scroll over (or expand nodes as you go) a rendered view of the structure. I assume that as you navigate from the root node, the object graph will be queried and somehow rendered. What is the best way to do this? I'm not sure the best approach for the algorithm, for instance spacing of child elements when further down the tree the nodes may not fit in the available space. There seems a popular implementation knocking around that has nodes on springy edges and seems to dynamically space itself - anyone got a

rendering into a texture
Hello, I know of two ways to render into a texture: 1) render into the back buffer, grab the back buffer with glReadPixels, and use glTexSubImage2D to update the texture 2) render into the back buffer, update the texture with glCopyTexSubImage2D Is there a better way to do it? Which method is better? Thanks Vladimir Jovic wrote: > Hello, > > I know of two ways to render into a texture: > > 1) render into the back buffer, grab the back buffer with glReadPixels, > and use glTexSubImage2D to update the texture > > 2) render into the back bu

Rendering performance
I use OpenGL for drawing a huge amount of triangles (millions). I must improve the rendring refresh-rate (Frames Per Second). I use OpenGL display list, but it is not enough. (1) Can vertex arrays give me much better results comparing to OpenGL display lists ? (2) Is it a reliable technique which is supported by all graphic cards? (3) Any other ideas / algorithems to improve performance ? (like levels of details...) Please also mail to - yossim@cimatron.co.il Thanks "Yossi Malka" <yossim@cimatron.co.il> wrote in message news:ca4o9m$i02$1@news.att.net.il... > I

Transparent rendering
hi all, I am trying to render a triangle surface mesh with transparency (no textures). After reading the documentation about what should be done (blending, depth mask, blend function, and z-sorting) - but cannot figure out what is wrong in my code. Any help would be much appreciate. Pierre here is my code: ::glColor4f(0.5f, 0.5f, 0.5f, 0.5f); ::glEnable(GL_CULL_FACE); ::glEnable(GL_BLEND); ::glDepthMask(GL_FALSE); ::glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // get camera parameters int viewport[4]; double modelMatrix[16]; double projMatrix[16]; ::glGetDoublev(GL_MODELVIEW_MAT

Unattended rendering
Hi, I wanted to do some so-called unattended rendering which, if done correctly, would use off-screen rendering. Given that this is an extension, I would rather just render to a window and use glReadPixels. The problem is that I need to render a bunch of scenes and save them to file. With a window-based solution, it seems I need to use user input to accomplish anything... Essentially, I want to do something like: for(scene in scenes) { render_scene(scene[i]); swap_buffers(); save_using_glReadPixels(); } Thanks in advance, Sohail On Feb 7, 9:42 pm, Sohail Somani <soh...@taggedtype.net> wrote: > Hi, > > I wanted to do some so-called unattended rendering which, if done > correctly, would use off-screen rendering. Given that this is an > extension, I would rather just render to a window and use glReadPixels. > The "pbuffer" extension is almost universal, supported by all mainstream graphics cards. With windows you can have problems if any part of the window is covered by another window. > The problem is that I need to render a bunch of scenes and save them to > file. With a window-based solution, it seems I need to use user

Wireframe rendering
Hi, What is the more efficient way to render a scene in wireframe ? For the moment, I use glPolygonMode (GL_FRONT, GL_LINES), but I wonder if it's very fast. In fact, I'd want to render the scene filled *and* wireframed. At present, I render the scene two times, a first one normally and a second one with texturing disabled and glPolygonMode set to render wireframe. It works well, but performances are very poor... Is there any trick to achieve this ? -- Micha�l Monerau "Le fruit est aveugle, c'est l'arbre qui voit" - Ren� Char u have to use lines =) inst

=glXCreateContext(dis, vis, 0, False); glXMakeCurrent(dis, pm, context); Then goes my rendering code, and at last I need something like Blit in M$Windows. Are there any samples on printing or offscreen rendering under X? Can anybody help me, please? Thanks for any suggestions, Andreas Andreas Micheler wrote: > Hi group, > > I'm trying to get printing my OpenGL scenes of aUCBLogo to work > in Linux (in M$Windows I already have that running). But I'm > new to X, and what I have so far crashes, but why? > Instead of a Pixmap use a PBuffer. Display *dis... with OpenGL to the PBuffer, use glReadPixels to get the image and print this with wxWidgets. Don't bother to find an equvialent to inter DC bliting like it's possible in MS Windows, since there is no one. BTW: You shouldn't use DC to DC bliting in Windows, too. Using a PFD_DRAW_TO_BITMAP will kick you into slow software rendering. Use PBuffers there instead, too. Wolfgang Draxinger -- Hallo Wolfgang, Thanks for your detailed answer, very interesting all that. But I have one more question: If I use PBuffers, then there must be enough memory on my graphcs card to hold my