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AW: [udig-devel] RenderContext for scenegraph is a good idea

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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