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Re: Handle graphics plotting functions


From: Bill Denney
Subject: Re: Handle graphics plotting functions
Date: Mon, 27 Feb 2006 08:12:06 -0500 (EST)

On Mon, 27 Feb 2006, Sebastien Loisel wrote:

Bill,

I've been watching your spec and stuff, although not in detail because I don't have the time, but to see if my low-level graphics functions would suffice, and so far I have found one design error, which I have fixed.

Did you mean that you noticed a design error in the spec or your design? I'm assuming your design since you fixed it and I haven't seen any changes on the wiki other than my own. If this is the case, I'm glad that I could help.

As a follow-up to this:

On 2/14/06, Bill Denney <address@hidden> wrote:

I would be willing to help with this, but I don't know if I'd be able to
do it all.  I'll start looking through the list to find old message of
what all handle graphics would need to provide and what has been done.

Bill

On Tue, 14 Feb 2006, Sebastien Loisel wrote:

I can't promise anything but I might look at working on my plotter this weekend. What I would like is to do the C++ and for someone to pick up the .m side of things, which looks like a match for what you're asking.

I'm going to release 0.10 at some point this week. It is much more usable than 0.9, and most importantly it has a lot of the 2d plotting capabilities you would need to implement Graphics Objects, and these facilities will be documented, and a .m demo will be included. I think these facilities should be enough to implement nearly all of the 2d objects and properties you have listed on http://wiki.octave.org/wiki.pl?ObjectGraphics

Do you want to start coding .m?

I would be happy to; I've been wanting a reference implementation to make sure that everything that should be in the spec is. The only thing I'll have to ask for is a compiled version of workshop-- preferably for windows (I've never had good luck compiling things from scratch though I am planning to learn soon).

Speaking of just being able to implement 2d. I was thinking of making a 3d to 2d flattener (is there a better word for it). To do this, I was wondering if anyone has a suggestion on how to efficiently determine if an object is completely obstructed by objects in front of them? Also, is there a good method to definitively determine an order of triangles from farthest to closest (would distance to the closest vertex work in all cases)?

Bill

--
"What's blue and square? An orange in disguise."  -- unknown



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