一个准拉斯金式的可缩放、主要是文本的界面+ 3D、跨平台、开放;我从哪里开始? (opengl?)
在这个浏览器和位图图形主导的世界中 - 经过几十年的 Macintosh 风格的华丽装饰窗口和漂亮的组件 - 我正在寻找一种方法来渲染固定大小的字符文本,在可以缩放的 3D 面板上绘制一个极其简化的“gui”并交互式地调整大小,使内容变小,不被包装或不更具可读性,到“面板”上,用户可以将其平铺在一起,“堆叠”,翻转,拖动等。
软件应该是可移植的或跨平台的。
看起来简单、基本的 3D 图层是一个很好的东西,例如 opengl,问题是:我对这些东西一无所知。
无需学习 3d 工具包的所有内容即可完成任务的最简单方法是什么?
实现这一目标最合适的工具是什么?
java3d?或者它已经过时/缓慢? qt 工具包 3d 小部件?
预先感谢您的任何提示
in this browser and bitmap graphics dominated world - after decades of macintosh-ish richly decorated windows and pretty components - I'm looking for a way to render fixed size character text, draw an extremely simplified "gui" onto 3d panels that can be zoomed and interactively resized making the content tiny and not wrapped or not more readable, onto "panels" that the user could tile together, "stack" up, turn around, drag etc.
the software should be portable or cross platform.
it seems that a simple, basic 3d layer is a good thing to employ, e.g. opengl, the problem is: i don't know anything about these things.
what's the most easy route to get the thing done without having to learn everything of a 3d toolkit?
what could be the most fitting tool to achieve this?
java3d? or is it outdated/slow? qt toolkit 3d widgets?
thank you in advance for any hint
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OpenGL 确实支持渲染文本,具体来说: `
将设置“光栅”位置,并
在该“光栅”位置渲染 h。然而,这需要学习 OpenGL API。
另一种选择是自己完成所有投影数学运算,然后将其渲染到窗口大小的字符数组上。
这里是 OpenGL 用于 3D 投影和变换的矩阵。
这通常会产生相同的效果,并且您不需要所有额外的库。然而,这实际上会让你的核心程序变得更大,而且可能会稍微慢一些,因为它不像 OpenGL 那样进行硬件加速。
另一方面,Java3D 实际上运行在 OpenGL 或 Direct3D 之上,这意味着运行它所需的库会更加广泛。然而,虽然它仍然是一个 API,但它似乎确实比 OpenGL 或 Direct3D 简单得多。
交互性是一个完全不同的问题。
再次强调,OpenGL确实拥有必要的支持。
在给定正确的投影和模型视图矩阵的情况下,会将鼠标单击返回的窗口坐标转换为最前面纹理元素的 3 空间坐标。
在这种情况下,我真的不知道 java3D,甚至不知道如果您计算自己的 3D 效果,您会使用什么。
总的来说,你确实有很多选择,但都需要大量的工作和考虑。
OpenGL does have support for rendering text, specifically: `
would set the "raster" position, and
would render an h at that "raster" position. However, that would require learning the OpenGL API.
The other option is to do all of the math for projection yourself and just rendering it onto a character array that is the size of your window.
Here are the matrices that OpenGL uses for its 3D projections and transformations.
That would have generally the same effect, and you wouldn't need all of the extra libraries. However, that would actually make your core program bigger, and it might be slightly slower because it isn't hardware accelerated like OpenGL is.
Java3D on the other hand, actually runs on top of either OpenGL or Direct3D which means that the libraries required to run it would be even more extensive. However, while an API nonetheless, it does seem to be a much simpler API than either OpenGL or Direct3D.
The interactivity is a different problem all-together.
Once again, OpenGL does have the necessary support.
would convert the window coordinates returned by a mouse click into the 3-space coordinates of the front most texel given the proper projection and modelview matrices.
I don't really know about java3D in this case, or even what you would use if you calculated your own 3D effect.
Overall, you do have a lot to chose from, but all require a good deal of work and consideration.