Graf3d plans for 5.23/04
see: http://mtadel.home.cern.ch/mtadel/mydoc/root-tm-2009-03-6/graf3d-plan.html
This is too optimistic (mostly because of CHEP).
But these are the things that are HOT right now.
GL
Integrate Timur's work for 2D with GL
Timur could come in April ...
Another pass on plot-painter in TGLViewer
Use the GL-axes that are now done for numeric labels (Alja).
Run-time detection of GL version
Need something like GLEW (GL Extension Wrangler). Need to investigate with Bertrand and Timur if we can incoroprate it easily (one file, one library - if possible, would prefer to swallow it in GL module directly).
Plan support for GL-2 -> shaders.
Needed for multi-dimensional data-visualization - Timur did some work on this already.
Plan support for rendering in a thread.
This way we could keep GUI responsive during rendering, run selection (what is below mouse) separately, drop current render pass if it turns out it is not needed.
Issues: most drivers can only render into the thread where they were created; Windows (?).
EVE
Fworks (and CMS in general) is moving to 5.22
Will start using:
EVE window-manager
Runge-Kutta track extrapolation, esp for muons.
This will surely take some time - but Alja will also work on that.
Other requests, that I keep on the stack until they become urgent
Support composite shapes in extracted-geomtery mode. [ALICE]
Support track-propagation in double precision. [NA62]
Support 3D transformations / projections (not only 2D). [NA62]
Central color-management (switch between dark/bright palettes, including GL viewer background and markup). [CMS]
Add transparency support to several (all?) visualization classes (point-set, arrow, ...).
3D Object browser
Generalize camera management in GL viewer.
Now we have fixed collection of 7 cameras ... should relax this constraint.
Then one could store current view into a named camera, move around, and be able to return to previous view.
Allow each scene to have additional transforamtion matrix relative to global coordinate system.
Make assessment of required changes.
Do basic / obvious things.
Consider also hierarhical structure - scenes within scenes.
This way we will be able to place the object for the 3D browser in separate scenes and move them around, scale them, etc.
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