[OpenLayers-Dev] Sprint Planning

Cédric MOULLET cedric.moullet at gmail.com
Mon Apr 30 14:13:43 EDT 2012


Hi,
This sounds like great news.
As I imagine that this code sprint could be the first steps towards a 3D
OpenLayers, here is an inspiring demo:
http://www.youtube.com/watch?v=rX-2XmZXRLw&feature=player_embedded I would
dream to do that with OL.
Best regards and thanks for your efforts.
Cédric

On Mon, Apr 30, 2012 at 11:23 AM, Tom Payne <tom.payne at camptocamp.com>wrote:

> Hi Andrew,
>
> On 27 April 2012 22:12, Vardeman, Andrew [CSSM] <andrewv at iastate.edu>
> wrote:
> > Regarding a WebGL renderer:
> >
> > Sounds great for stuff like scaling images, etc, but does WebGL provide a
> > triangulation API?  If not, I think JavaScript triangulation of vector
> > features may prove slow enough to force some UI/UX changes.  I could go
> into
> > more detail if you’d like.
>
> Currently there is no support for triangulation in WebGL.
> Traditionally this functionality has been provided by the glu*Tess
> (e.g. gluNewTess) functions in the GLU OpenGL utility library. This
> library has bindings for many languages, and as such is relatively
> easy to use on the server side to pre-process vector data before
> sending  it to a Javascript/WebGL client.
>
> All browsers that support WebGL also have high performance Javascript
> engines. Numerical code - like triangulation - tends to JIT very well.
> Polygons only need to be triangulated once. So, client-side
> triangulation in Javascript is likely to be adequate for many use
> cases.
>
> Regards,
> --
> Camptocamp SA
> Tom PAYNE
> PSE A
> CH-1015 Lausanne
>
> +41 21 619 10 13 (direct)
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