PureOpen GL Project
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PureOpen GL Project
I am not trying to steal any thunder from CodeMonger's project but I just thought I would announce my own. I am working on providing an easy to use commandset for interfacing with OpenGL from within PureBasic. Things are coming along great and I am really excited to get a alpha/beta out there for people to test soon. The commandset will be similar to that of Blitz3D but with more advanced but still simple options and better speed. I am writing the documents along with the coding so everything should be kept up with proper information.
For my main site... http://www.devend.com
And for my forums where you can find my examples or talk about my project... http://forums.devend.com
For my main site... http://www.devend.com
And for my forums where you can find my examples or talk about my project... http://forums.devend.com
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Looks cool, I first tried with opengl in PB before Interface came out, I can't wrap my head around OpenGL. I'm too used to DirectX
. No Thunder Stolen here
[EDIT]
If you have the extra money, you should invest in Cipher Engine. It is OpenGl only and the source is very well documented. You could probably get a lot of good OpenGl programming tips from it, and even how to use the new extensions for newer effects. Anyway if you ever need a hand with 3d in general, let me know.


[EDIT]
If you have the extra money, you should invest in Cipher Engine. It is OpenGl only and the source is very well documented. You could probably get a lot of good OpenGl programming tips from it, and even how to use the new extensions for newer effects. Anyway if you ever need a hand with 3d in general, let me know.
<br>"I deliver Justice, not Mercy"
    - Codemonger, 2004 A.D.
    - Codemonger, 2004 A.D.
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Linux compatibility is planned yes, but it is not top priority at the moment. Although I am taking steps to make sure when the time comes, making sure that the cross-platform compatibility switch will not be so hard. By GUI are you talking about the user interface you use to operate/play an application/game?
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Things are going great so far, and I do have alot of commands in and working.
But, I have met a bit of a snag in development and I decided I would come to you guys first to seek assistance with this rather complex problem. I never payed to much attention in my math/algebra classes in high school so I am really paying for this now, although I learn quickly and love to do math now and often find myself doing some rather complex things... until now. I have run into a problem trying to use Quaternion Rotations to rotate in 3D space. Before, most people used Matrices to do rotation in 3D space, but with matrices you encounter the problem of the "Gimbal Lock", which I am trying to avoid. Not to many people have heard of quaternions but they are a bit more fancy way of calculating rotations and they do not have the problem of the "gimbal lock".
My problem is this... I have written the library to do all the 3D Math functions, even the quaternions. But, I cannot seem to get the correct formula or even understand how to do the rotations. It keeps spitting out numbers which just do not appear valid to me. I have read almost every resource on the internet about quaternions and quaternion rotations. Even read papers from MIT. I understand quaternions and how they work, but for the life of me quaternion rotations I just cannot seem to understand. What I am seeking is someone that can help me, someone that knows advanced math and how to deal with objects in 3d space. I have logged probably 12 hours working on quaternions alone, and I am not about to give up on them.
Thanks ahead of time folks.
But, I have met a bit of a snag in development and I decided I would come to you guys first to seek assistance with this rather complex problem. I never payed to much attention in my math/algebra classes in high school so I am really paying for this now, although I learn quickly and love to do math now and often find myself doing some rather complex things... until now. I have run into a problem trying to use Quaternion Rotations to rotate in 3D space. Before, most people used Matrices to do rotation in 3D space, but with matrices you encounter the problem of the "Gimbal Lock", which I am trying to avoid. Not to many people have heard of quaternions but they are a bit more fancy way of calculating rotations and they do not have the problem of the "gimbal lock".
My problem is this... I have written the library to do all the 3D Math functions, even the quaternions. But, I cannot seem to get the correct formula or even understand how to do the rotations. It keeps spitting out numbers which just do not appear valid to me. I have read almost every resource on the internet about quaternions and quaternion rotations. Even read papers from MIT. I understand quaternions and how they work, but for the life of me quaternion rotations I just cannot seem to understand. What I am seeking is someone that can help me, someone that knows advanced math and how to deal with objects in 3d space. I have logged probably 12 hours working on quaternions alone, and I am not about to give up on them.
Thanks ahead of time folks.
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I have no idea !
But was interested enough to go search for it and found this http://www.darwin3d.com/gdm1998.htm which has some C++ source which might be useful..... unless you already seen it
But was interested enough to go search for it and found this http://www.darwin3d.com/gdm1998.htm which has some C++ source which might be useful..... unless you already seen it

Paid up PB User !
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Here legider_pb, these are a good set of math routines someone wrote in PB from the Blitz Forum. I think, I can't remember. But anyway it should have some stuff you could use, that will be helpfull.
http://codemonger.com/uploads/math.zip
[edit] I did not write these, someone else did. I can't confirm if they are accurate, but I imagine they are.
http://codemonger.com/uploads/math.zip
[edit] I did not write these, someone else did. I can't confirm if they are accurate, but I imagine they are.
<br>"I deliver Justice, not Mercy"
    - Codemonger, 2004 A.D.
    - Codemonger, 2004 A.D.
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Hey guys, sorry about my lack of updates, alot of great things have happened to me in my life recently, and I have been so caught of with them. I still work on PBGL occasionaly whenever I have free time, just been hungup with a texturing bug. FontGen is still alive also. Its not that I have forgotten these projects, because I am still really really excited about them, but other things have just come up. Hopefully in the next month or so i will be able to devote a little more time to them, starting a new job and I may end up having a good bit of freetime at work.
P.S. -- It's is amazing, the feeling when you meet the right person. =)
P.S. -- It's is amazing, the feeling when you meet the right person. =)