OpenGL Renderer

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mwstrom
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OpenGL Renderer

Postby mwstrom » Sun Sep 05, 2004 17:15

Since I had an Opengl Course this quarter I made a renderer. Its fairly basic but gets the job done. Its still under development but I included a link if anyone wants to try it out.


[color=0000AA]OpenGLRenderer[/color]


---Mark

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CrazyEddie
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OpenGL Renderer

Postby CrazyEddie » Sun Sep 05, 2004 17:42

Cool, I'll certainly check this over :D

Once you've finished (or whenever), are you willing to LGPL this and let me add it to the main code base? An OpenGL renderer is one of the main 'missing' components of the system :)

CE.

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OpenGL Renderer

Postby mwstrom » Sun Sep 05, 2004 17:51

You are free to include it as you like. I still need to get permission for the use of the targa loader code.

--Mark

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CrazyEddie
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Postby CrazyEddie » Sun Sep 05, 2004 18:12

That's great, thanks :)

With reference to the targa loading code, I am very likely to extend the renderer to use DevIL for image loading, so if you can't get the go ahead to use that code, all is not lost. Though if you do get permission, it would then be possible to have a compile-time option for people who would prefer a more lightweight solution, and thus eliminate the need for another external dependency (that being the above metioned DevIL).

Whatever the outcome, this is all good stuff :)

CE.

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mwstrom
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OpenGL Renderer

Postby mwstrom » Mon Sep 06, 2004 23:25

CE,

I'm having problems with the cusors image not displaying. I noticed in the xml file has offset values and I'm not sure if this is the problem. I did nothing with offsets in my opengl implementation.

--Mark

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CrazyEddie
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Postby CrazyEddie » Tue Sep 07, 2004 05:05

It shouldn't be that; the offsets are handled at a higher level and are applied before the renderer code gets called...

The cursor is drawn via a call to renderQuadDirect, so there may be a problem there? Hopefully i'll get round to having a proper look at this myself later on today, so if you haven't fixed if before then, I may be able to spot the problem (though I didn't notice anything glaringly obvious from having a quick glance at the code).

CE.

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mwstrom
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OpenGL Renderer

Postby mwstrom » Tue Sep 07, 2004 06:16

Thanks for the tip. I was missing a call to enable the texture in the render quad direct function. :) I upped my new changes to the code to the previous link. Feel free to modify or change the code as you like.

---Mark

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CrazyEddie
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Postby CrazyEddie » Tue Sep 07, 2004 13:54

Cool, glad you have it working.

Any word on the permission for that that .tga loading code yet? :)

I probably wont get to try this out properly until tomorrow or Thursday; I've been bogged down writing docs, and planning some kind of sample framework for the first beta release...

CE.

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mwstrom
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OpenGL Renderer

Postby mwstrom » Wed Sep 08, 2004 23:46

Still no word on the Targa loader yet, but I cleaned up the code a bunch and switched from Quads to Triangles. I also fixed the issue with alpha channels . When I get some time I want to add OpenGL vertex buffer support.

--Mark

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mwstrom
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OpenGL Renderer

Postby mwstrom » Sat Sep 11, 2004 16:46

CE,

I was given the okay to use the Targa loader. I am still debugging some issues with saving opengl states during pre and post render.

--Mark

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CrazyEddie
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Postby CrazyEddie » Sat Sep 11, 2004 18:45

That's great news on the Targa loader :)

With reference to saving states and what have you, depeding on the actual usage, the renderer may or may not actually be the best place to put such things...

If the app is relying on the states being untouched from the previous frame (and as such trying to get a performance boost due to minimal state changes), this is basically circumvented by having the Gui system save & restore the states; under these circumstances it would probably be cheaper to have the app set up which ever states it relies on at the start of each frame. Obviously I'm not suggesting that this be a requirement, since there are cases where each of the approaches will out perform the other; an settable option for this kind of thing would be highly desirable. The (currently, highly reglected) D3D renderers do no state saving at all, though when I re-visit those to spruce them up a bit I may add a similar option.

CE.

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mwstrom
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OpenGL Renderer

Postby mwstrom » Tue Sep 14, 2004 04:35

Most of the bugs should be worked out. I went with ease of use over cutting edge performance. The above link should contain the current version.

--Mark

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CrazyEddie
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Postby CrazyEddie » Tue Sep 14, 2004 12:01

Okay :) Ease of use is always good.

I'm hoping to get this renderer added to CVS over the next week or so :D

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mwstrom
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OpenGL Renderer

Postby mwstrom » Fri Sep 24, 2004 19:44

Here is a link to a simple opengl project.

http://home.comcast.net/~strommw/simpleproject.rar


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