Well, I actually may as well post up my initial ideas here...
Since its 3D, I'll effectively need someX, someY, and someZ as a representation of the 3D environment, using realX, and realY to translate the view to the 2D representation of the 3D image being put on the screen, as well as a limitX and limitY to handle the on screen "viewport". Now, I'll also need angleX, angleY, and angleZ to account for rotation.
From what I've looked at with Qt, the QPainter object will handle my line drawing, and I'm guessing I'll be able to make use of the QGL libraries to handle my rendering using opengl, hopefully. And I'll have to compare to the source for the upcoming KDE4, which intends to make use of XGL, glitz, etc, etc to speed up drawing of better widgets, and KDE4 is my intended GUI accompaniment for KADD's eventual release.
Did that come across making any sense? lol
Btw, I'm completely self-taught when it comes to c/c++/java/etc, everything except pascal (and that was a high school course), so if I occasionally have oddly complicated methods simplified by an obvious library... well its probably because I don't know it exists![]()
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