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User-interface techniques enabled by fast hardware |
User-interface techniques enabled by fast hardware |
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In this section we present several visual techniques that |
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have become possible on commodity hardware. |
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Of these techniques, only the first seems to have been used |
Of these techniques, only the first seems to have been used |
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prior to this work (XXX two papers in review process) |
prior to this work (XXX two papers in review process) |
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the xanalogical[XXX] structure implemented on Gzz is a convenient way |
the xanalogical[XXX] structure implemented on Gzz is a convenient way |
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for specifying associations between parts of documents. |
for specifying associations between parts of documents. |
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Second, the Gzz view model provides a simple way of |
Second, the Gzz graphics model provides a simple way of |
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specifying geometry and automatic animation between views. |
specifying geometry and automatic animation between views. |
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A view contains coordinate systems and vobs. |
A view contains coordinate systems and vobs. |
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Vob is a visual object that knows how to draw itself in |
Vob is a visual object that knows how to draw itself in |
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Third, most source code changes yield immediate effect without rebuilding. |
Third, most source code changes yield immediate effect without rebuilding. |
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Jython source files can be dynamically reloaded and most vobs |
Jython source files can be dynamically reloaded and most vobs |
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are specified using a string that is dynamically compiled into an |
are specified using strings that are dynamically compiled into |
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OpenGL display list. |
OpenGL display lists. |
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Despite this, the framerate is high, because the |
Despite this, the framerate is high, because the |
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interpolation of coordinate systems and the actual rendering of vobs |
interpolation of the coordinate systems and the actual rendering of vobs |
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is finally performed by native C++ code. |
is finally performed by native C++ code. |
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