[vtk-developers] DirectX11

Ken Martin ken.martin at kitware.com
Fri Oct 28 14:01:59 EDT 2016


Yeh, Angle is typically what is used for WebGl on windows IIRC. So it is
another option, in my case the angle support for hololens was not where/how
I wanted it to be. But in the more general case the ES3 path though Angle
is an option, some window/event issues to handle but probably not too bad
and ES3 is a fairly decent API that we already support in OpenGL2.

On Fri, Oct 28, 2016 at 1:50 PM, <clinton at elemtech.com> wrote:

> Neat.  I would probably use that too.
>
> I'm curious, has ANGLE been considered?  I have wondered in the past about
> using that to use Direct3D on Windows instead of OpenGL.
> https://chromium.googlesource.com/angle/angle
>
> Clint
>
> ----- On Oct 28, 2016, at 11:40 AM, Ken Martin <ken.martin at kitware.com>
> wrote:
>
>
> FYI. For a potential hololens app I needed to take a look at how hard it
> would be to add a DirectX11 backend to VTK. I progressed far enough to feel
> comfortable we could get 70% or so of the core functionality working with a
> few weeks of effort. (I got far enough that the dragon was rendering with
> lighting, material properties, interactions, resizing,
> VBO/IBO/Shaders/Programs etc.). So should you ever have a customer/project
> that requires DX11 and can cover another three weeks of work it is
> technically an option. My gitlab has the WIP topic.
>
> Thanks
> Ken
>
>
> --
> Ken Martin PhD
> Chairman & CFO
> Kitware Inc.
> 28 Corporate Drive
> Clifton Park NY 12065
> 518 371 3971
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-- 
Ken Martin PhD
Chairman & CFO
Kitware Inc.
28 Corporate Drive
Clifton Park NY 12065
518 371 3971

This communication, including all attachments, contains confidential and
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