Yeah, sure
Currently the implemention relies internaly on creating a Mesh
, setting the vertexData positions, indices, uvs and applying a ShaderMaterial
to it. Is there an advanced technique which allows to render the “mesh” without being a Mesh
? I mean I just would like to pass the vertexData to some function and tell it to use specific shaders so I don’t have to create an instance of the Mesh
class for internal use.
Man this is so good! I genuinely like it a lot
This is looking really cool @roland and I can see it replacing some of our use of ExtrudeShapeCustom
at Smplrspace (Floor plan based data visualisation tool). We use that for polylines kind of data rendering, but it’s really hacky due to the lack of a better option, your MeshLine would probably be that better option . Ideally, it would support both shadow caring and the action manager .
three. Some functions in js are really easy to use. Can they be added to the Babylon version
@roland
I just did few experiments with the GreasedLine port. Really cool ! And true, we can do really weird looking stuff.
cheers
drunk on Pluto
Alright @roland! when will we see the PR for this great tool ? I’m super excited by the feature!
Cool stuff buddy I am creating showcases for GreasedLine
. Can I add your creations to the demo? Credits will be given of course. If you have any other ideas they’re very welcome!
Thanks
Hey @Deltakosh!
I was working on optimalizations of the whole stuff and it got a full rewrite of the CPU part. Now the code is cleaner, faster and you can draw multiple lines with different widths in one draw call. I’d like to add support for different colors for the lines ofcourse in 1 draw call and it is missing positioning/rotation/scaling. Some GPU fragments needs to be added, depth buffer(?), fog(?)… I hope I can do the multicolor part and the pos/rot/scl part today. Maybe you can guys have a look at the code after I finish these tasks and review it.
I also added some SVG drawing capabilities to a separate utility class. I also created helper functions for drawing circles (ovals), arcs, grids, stuff to make the line more hires or lowres… However still tweaking them. I think full SVG support would be absolutely cool
I hope (I have a shitload of regular work) I can manage all of this (wo full SVG support) this week, so please stand by
Thanks!
r.
Multicoloring ready, at insane speeds…
Playing with widths and different z-offset for each country and the camera is rotated…
EDIT:
Translation - Rotation - Scaling added as well.
Thanks! Yes, it’s starting to be a really cool and powerful tool! There are so many use cases for it. I am preparing some demos and debugging the line routine at once. Just wait for it
some “inspiration”
.GitHub - rreusser/regl-gpu-lines: Pure GPU, instanced, screen-projected lines for regl
.GitHub - gl-vis/regl-line2d: Draw 2d polyline with regl
I’m so looking forward to this! I keep refreshing the page