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Re: OpenGL vs RB3D

To: REALbasic NUG <realbasic-nug at lists dot realsoftware dot com>
Subject: Re: OpenGL vs RB3D
From: Lundstrom Design <info at touchcad dot com>
Date: Tue, 30 Oct 2007 16:22:44 +0100
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References: <521152 dot 50331 dot qm at web61111 dot mail dot yahoo dot com> <9092420E-233C-4FDC-9790-D375D474E8DD at inspiringapps dot com>
30 okt 2007 kl. 15.15 skrev Joe Strout:

>
> On Oct 29, 2007, at 10:34 AM, Jay Rimalrick wrote:
>
>> Is there a standard plugin to use openGL with RB?
>
> Theh Rb3D plug-in does exactly that (though it's built in so you may
> have not been aware that this is a plug-in at all).
>
>> If I am looking to do simple shapes like cylinders and cubes, is it
>> easiest just to use the built in RB3D?
>
> Yes.
>
>> Are 3DMF files the only way to create simple shapes like cylinders
>> and cubes for use with RB3D?
>
> No, you can also use 3DMF strings built on the fly by your code, or
> declares (though Quesa declares no longer work on Windows and never
> worked on Linux, alas, so you're probably better off just
> constructing the strings).
>
> The 3DMF for cylinders and boxes is quite simple -- check your sample
> projects for "3DMF Examples" and if you can't find it, contact me off-
> list.

I generated my modeling code before there where any pre-fabricated  
features, but RB3D easily handles trimesh models consisting of  
several hundred thousand triangles. My application is more of an  
industrial design thing, so low polygon resolution is not really all  
that important for me, as it would be in for example a game.


/Claes Lundstrom



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