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AW: [udig-devel] RenderContext for scenegraph is a good idea
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Thanks, Jody, for clarifying your ideas, it all makes more sense to me now. Well, I'll go ahead and do some proof-of-concept hacking. I'll come back as soon as there are any results or further questions...
Harald
> -----Ursprüngliche Nachricht-----
> Von: udig-devel-bounces@xxxxxxxxxxxxxxxxxxxxx
> [mailto:udig-devel-bounces@xxxxxxxxxxxxxxxxxxxxx] Im Auftrag
> von Jody Garnett
> Gesendet: Dienstag, 17. März 2009 02:06
> An: User-friendly Desktop Internet GIS
> Betreff: [udig-devel] RenderContext for scenegraph is a good idea
>
> Further clarification - I may of got the class names wrong. I
> recall RenderExecutor, RenderCreator and RenderManager.
>
> > I don't really see why you said there is no need to extend
> Renderer(Impl)... It's the RenderManager that creates
> Renderers (via RenderCreator), and I need a Renderer knowing
> how to create a javax.j3d.Shape3D from an org.opengis.Feature.
> >
> > What you seem to have in mind in plugging into the very end
> of the 2D rendering pipeline by providing a specialized
> Graphics2D which creates 3D objects instead. That might work
> in principle, but I would lose information, as there is no
> way to tell which 2D draw primitives come from the same feature.
>
> There are two stages to rendering; matching Layers with
> Renderers - I do not think we need to change this decision
> making process at all (we may have to implement additional
> renderers; and we may have to add some more information to
> the RenderMetrics - but the idea of defining the layers
> seperate from the code that does the work of visualizing them
> is sound).
>
> Where I got you confused was in the technical tradeoffs with
> making use of the GeoTools StreamingRenderer. I agree you
> will need to make a uDig Renderer for drawing features into
> your scene graph.
>
> Then I got excited and talked about different ways you could
> reuse the GeoTools streaming Renderer (and thus make use of
> the style layer descriptor data structure etc...). Sorry for
> the distraction.
>
> In terms of the render( graphics2d ) method - we are going to
> hit that from printing; if your renderer does not support
> this then we better make sure the RenderingMetrics indicates
> that it is not a suitable choice when we go to print.
>
> For the render( progressmonitor) method - this is the one you
> want. I know the implementations you look at now focus on
> grabbing a raster out of the RenderContext().
>
> Your implementations are not going to do that - they may
> choose to store a scene graph data structure on the graphics
> context? Then your rendering code can add to that scene
> graph? The actual specific way you want to do this is up to you.
>
> Jody
> _______________________________________________
> User-friendly Desktop Internet GIS (uDig)
> http://udig.refractions.net
> http://lists.refractions.net/mailman/listinfo/udig-devel
>
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