Does Annotation2D need to be bound to a specific viewport?

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Does Annotation2D need to be bound to a specific viewport?

by Daniel Scott Matthews :: Rate this Message:

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What if you have more than one viewport, does Annotation2D and
ReferenceImage2D need the option to bind to a particular view?

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Re: Does Annotation2D need to be bound to a specific viewport?

by Timothy M. Shead :: Rate this Message:

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Daniel Scott Matthews wrote:
> What if you have more than one viewport, does Annotation2D and
> ReferenceImage2D need the option to bind to a particular view?

ReferenceImage2D already has a "Camera" property that controls where
it's visible; however, that's a dissatisfying solution for a couple of
reasons: first, it's only an indirect way to control viewport visibility
(cameras != viewports, and cameras can be shared among viewports), and
it gives you a choice of matching zero or one camera (why not two or
more?).  So I'm not in love with duplicating this approach for the other
plugin types.

What I have in mind for 0.9 is that all the various types of annotation
could be converted from nodes into primitive types; that might seem a
little strange at first, but it would allow annotation to move through
the pipeline alongside the rest of the geometry; annotations would be
rendered by painters; and annotation visibility would be controlled on a
per-render-engine basis, see

http://www.k-3d.org/wiki/Per_Render_Engine_Painters

Cheers,
Tim

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Re: Does Annotation2D need to be bound to a specific viewport?

by Daniel Scott Matthews :: Rate this Message:

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On Tue, Oct 20, 2009 at 12:21 PM, Timothy M. Shead <tshead@...> wrote:

> Daniel Scott Matthews wrote:
>>
>> What if you have more than one viewport, does Annotation2D and
>> ReferenceImage2D need the option to bind to a particular view?
>
> ReferenceImage2D already has a "Camera" property that controls where it's
> visible; however, that's a dissatisfying solution for a couple of reasons:
> first, it's only an indirect way to control viewport visibility (cameras !=
> viewports, and cameras can be shared among viewports), and it gives you a
> choice of matching zero or one camera (why not two or more?).  So I'm not in
> love with duplicating this approach for the other plugin types.
>
> What I have in mind for 0.9 is that all the various types of annotation
> could be converted from nodes into primitive types; that might seem a little
> strange at first, but it would allow annotation to move through the pipeline
> alongside the rest of the geometry; annotations would be rendered by
> painters; and annotation visibility would be controlled on a
> per-render-engine basis, see
>
> http://www.k-3d.org/wiki/Per_Render_Engine_Painters
>
> Cheers,
> Tim
>

I like that approach, you can then have an xray or some other utility
view in one view port and a normal view in another.

In "UI layer does a good job of "hiding"..", hiding needs to be
thought out well. Do you just collapse all of them in a list to a
folder or use layers for different types of scene entities? Using
layers may make it easier to manage a 3D representation of the scene
graph, perhaps folders in the Node List (with the folder icon
indicating the layer visibility status) and layers shown in .dot svg
or real-time scene graph representations.

How hard is it to render the graph to an new scene that uses geometry
to represent Nodes and Connections and scripts to allow interaction,
that then feeds back to the original scene? A bit like Joaquin Duo's
work shown here, http://www.youtube.com/watch?v=Qfc3vtUA9YA but not
showing the actual geometry in this case, just nodes and connections.
The SVG icons could be painted onto the bits of geometry representing
the nodes.

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Re: Does Annotation2D need to be bound to a specific viewport?

by Timothy M. Shead :: Rate this Message:

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Daniel Scott Matthews wrote:

> In "UI layer does a good job of "hiding"..", hiding needs to be
> thought out well. Do you just collapse all of them in a list to a
> folder or use layers for different types of scene entities?

Sure :)

> How hard is it to render the graph to an new scene that uses geometry
> to represent Nodes and Connections and scripts to allow interaction,
> that then feeds back to the original scene? A bit like Joaquin Duo's
> work shown here, http://www.youtube.com/watch?v=Qfc3vtUA9YA but not
> showing the actual geometry in this case, just nodes and connections.
> The SVG icons could be painted onto the bits of geometry representing
> the nodes.

Arguably, this is what the Pipeline Panel does / should do.

Cheers,
Tim

[tshead.vcf]

begin:vcard
fn:Timothy Shead
n:Shead;Timothy
org:www.k-3d.org
email;internet:tshead@...
title:Founder
x-mozilla-html:FALSE
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end:vcard



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Re: Does Annotation2D need to be bound to a specific viewport?

by Daniel Scott Matthews :: Rate this Message:

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On Wed, Oct 21, 2009 at 12:57 PM, Timothy M. Shead <tshead@...> wrote:

> Daniel Scott Matthews wrote:
>
>> In "UI layer does a good job of "hiding"..", hiding needs to be
>> thought out well. Do you just collapse all of them in a list to a
>> folder or use layers for different types of scene entities?
>
> Sure :)
>
>> How hard is it to render the graph to an new scene that uses geometry
>> to represent Nodes and Connections and scripts to allow interaction,
>> that then feeds back to the original scene? A bit like Joaquin Duo's
>> work shown here, http://www.youtube.com/watch?v=Qfc3vtUA9YA but not
>> showing the actual geometry in this case, just nodes and connections.
>> The SVG icons could be painted onto the bits of geometry representing
>> the nodes.
>
> Arguably, this is what the Pipeline Panel does / should do.
>

At the moment I can only get output via GraphVizEngine the Pipeline
Panel seems to be failing to output any content, you get a file, but
no graphics.

Either way these are static representations, how else could you make a
similar graph in GUI component that allowed you to query and edit the
graph?

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