Although application
developers
have been able to create 3D
applications for many years, there is a great scarcity of application
frameworks dedicated to operating in three dimensions. This means
that for the most part programmers have had to create a lot of their 3D
application interfaces from scratch (and only within the last ten years
or so
have they been able to use 3D rasterization APIs such as OpenGL).
Because
the
computing world at large is currently focused around 2D interface
paradigms, the
shift into
3D has been very slow. Going to 3D requires a complete
redesign of the way applications are designed and how they are
used. Because Vision is based on OpenGL, it is not restricted by
only two dimensions or
the specific display resolution and has the correct
base with which to provide developers a rich set of 3D interface
programming tools.
There is a wealth of knowledge, experience
and
support for OpenGL out there. Instead of creating a new
language or
graphics API, Vision allows developers to tap those vast resources and
package their OpenGL code inside the higher structures that
Vision provides. This not only allows for an easy transition into
developing applications for Vision but also allows Vision to function
more platform independently.
The concepts of depth, scaling and
blending (translucency) have in recent years been introduced into
modern window
servers. However, the fundamental architecture
to support 3D interaction does not exist in them. Ideas such as
3D
projection, resolution/viewport independent presentation and shared
hardware accelerated 3D contexts cannot be reasonably shoehorned into
the existing 2D paradigms. A fresh start with 3D interaction is
what
Vision provides.
Although application developers have been able to create 3D applications for many years, there is a great scarcity of application frameworks dedicated to operating in three dimensions. This means that for the most part programmers have had to create a lot of their 3D application interfaces from scratch (and only within the last ten years or so have they been able to use 3D rasterization APIs such as OpenGL).
Because the computing world at large is currently focused around 2D interface paradigms, the shift into 3D has been very slow. Going to 3D requires a complete redesign of the way applications are designed and how they are used. Because Vision is based on OpenGL, it is not restricted by only two dimensions or the specific display resolution and has the correct base with which to provide developers a rich set of 3D interface programming tools.
There is a wealth of knowledge, experience and support for OpenGL out there. Instead of creating a new language or graphics API, Vision allows developers to tap those vast resources and package their OpenGL code inside the higher structures that Vision provides. This not only allows for an easy transition into developing applications for Vision but also allows Vision to function more platform independently.
The concepts of depth, scaling and blending (translucency) have in recent years been introduced into modern window servers. However, the fundamental architecture to support 3D interaction does not exist in them. Ideas such as 3D projection, resolution/viewport independent presentation and shared hardware accelerated 3D contexts cannot be reasonably shoehorned into the existing 2D paradigms. A fresh start with 3D interaction is what Vision provides.