routing and "perspective" #50
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basically that image on the right is what I want to achieve albeit with more fancy graphics, hopefully |
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HI! You can implement routing (or at least the final part - drawing the lines) as walkers plugin. I'm sure algorithms for finding a path are there somewhere, so it shouldn't be a problem, but the real challenge is that you would need to have an access to the OSM (or other provider's) raw data - As for rendering, yeah, it's pretty much what you described, it would be best for walkers to draw the map on a texture, and then render it on some egui's surface. It seem like egui is already capable of providing a low level access api for that. |
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@podusowski do you have any clue what shader language glow uses? I have tried both glsl and wgsl editors and they both give syntax errors on the shaders used by the triangle example of egui. |
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I am hoping to make a navigation app for my car centerconsole project. I have 'simple' map rendering working in my egui app. but that is still a far cry from actual navigation. now what I think I need is routing (which I believe open streep maps offers) and the ability to render the map at an angle, like every other navigation app that is out there. I would like some advice on how to achieve this, I didn't straight up want to make feature requests as this might very well be doable without needing to put more features into walkers itself
routing: would you consider adding this? Or should I figure out how to fetch and render this on my own.
rendering on an angle/perspective: as far as I am aware egui is rendering to polygons underneath the hood, so is it possible to render a walkers map to a buffer/texture. display that on a quad, and angle that?
sorry in advance if I am asking dumb questions, still fairly new to rust, and super new to egui
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