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OpenGL?

Posted: Sat Oct 18, 2003 9:30 am
by dmoc
Are you interested in it?
Are you doing any OpenGL programming?

Posted: Sat Oct 18, 2003 10:23 am
by benny
Hi,

I am interested in OpenGL. Although I do not do any active programming atm.
I had a look at all the NeHe's Tutorials and wrote some very small (actually it was just one :wink: ) fx when I was dealing with C [year 2000].
At that time I tried to compare Direct3D and OpenGL. According to my experiences I realised, that for my purposes OpenGL fits better to me than Direct3D.
Nevertheless, since 3 years I didn't do any 3D gfx anymore because of lack of time.

But, interesting topics like the following keeps my interest in OpenGL alive:

http://mitglied.lycos.de/Graphicfreak/

Posted: Sat Oct 18, 2003 4:11 pm
by Dreglor
personlly opengl is the best, but i don't activly do any projects in it

Posted: Sun Oct 19, 2003 2:18 pm
by VPureBasic
Hi dmoc,

I am very interresting in OpenGL Stuff. Last year, I wrote three little PureBasic libs to help peoples in how to initiate fullscreen and regular OpenGL Windows. Since this time, I use all my free time in trying to code with PB some Procedures that I translate after with Fasm. The goal of it, is to learn as much as I can and, trying to code an integrated engine for all PureBasic OpenGL lovers like me!

What is your project?

Roger Beausoleil

Posted: Sun Oct 19, 2003 4:45 pm
by dmoc
I have a working engine. Just tying up a few issues with opengl states (something I kept putting off). The design is proving to be pretty robust but, as ever, I can see much room for improvement. When I say "design" I mean the fundamental stuff like managing data and especially in such a way that it becomes easier to add new features rather than more difficult (a sure sign of a bad design). It has just about satisfied my initial requirements: lw object handling, small and fast (except it *should* have been Linux based - damn :x ). On my 600MHz PIII, GF256, it's beating results I've got in other 3D languages/ libs :D There's many things that could be added to it, eg, game engine features, use of extensions, quaterions, plus general matrix stuff, etc, ... all of which are pointless without a sound foundation (which I'm about 95% certain I now have). I'm debating with myself at the mo to opensource it, mainly to accelerate further development. Sorry if this sounds like a tease, it isn't, it's just difficult deciding to let go of months of work. And of course it looks like the world and their dog want to tie themselves into m$ controlled solution (Direct-veXed) and be shafted every year or so... oops moan mode accidentally activated... moan mode: off. Anyway, apart from you guys, doesn't look like there's much interest in PG-GL :?

Posted: Tue Oct 21, 2003 4:43 am
by fsw
Just saw this discussion, sorry. (I'm not that frequent anymore...)

Promised 3D functionality was something that let me buy PureBasic over 2 years ago.
But I had to learn: 3D IS NOT 3D.

Almost everybody out there in PB-USERLAND thinks of games when they hear 3D.

I think about CAD/EDA stuff.
I was disappointed to learn that OGRE has no 3D-lines for CAD or other things.... (like Allegro)

Now I'm eager to know:

Do you have real 3D drawing capabilities for CAD/EDA or is your engine intended to be used for GAMES only :?:

Can you give a brief list of the capabilities :?:

Thanks

Posted: Tue Oct 21, 2003 10:24 am
by dmoc
First a correction, "PG-GL" should have been "PB-GL".

No, I don't really have any interest in games but why should a design be restrictive? From my research most of the so called "game-features" are implemented at a higher level than the core engine, eg, partitioning, physics, particle engine, etc. So surely a flexible robost core design should not rule out anything? Granted, hard core performance freaks will take whatever shortcuts required to get the maximum performance for a given application and in the process turn a generic engine into an app specific engine. How does this relate to your question? What is it about CAD/EDA (by EDA I assume you mean Electronic Design Automation?) that means the core of an engine should differ from that used for games? Sorry, I don't mean to be evasive, just digging for further info. With my limited experience of CAD (AutoDesk) and EDA (Apollo) I am unlikely to suggest that anything I am doing would be suitable for these types of apps for some time yet. But then add database and scripting functionality to a flexible engine and I would say your off to a good start. These are things I have thought about but my # 1 priority at the moment is to get my engine to a level I can use it for commercial development in the area of "visualisation and direct manipulation", an area which few have even heard of but I would suggest is/ will be increasingly important as 3D technology (chips and displays) become common place.

My engine includes the following...

GNL - A node library tailored for managing graphics related data
XGL - A basic OpenGL set-up library (eventually to encapsulate all OpenGL functionality)
LWU - A generic LW utility library
LWI - An app specific interface to LWU
XSG - The main part: scenegraphing and rendering
+ various features to allow me to more easily recode a BB3D app I started yonks ago.

At the moment I am trying to implement a better method for opengl state management, after which it will be fully usuable, at least for my purposes. Maybe like you I bought PB because of it being cross-platform and was promising to add 3D functionality... and I wanted to do rapid prototyping of 3D apps on Linux. But maybe also like you, two years later I'm dissappointed. @Fred, sorry but for all the good things you have added, we still do not have this functionality :( I considered many times jumping back to C/C++ but I have stuck with PB because I believe it should be possible to just *glance* at a chunk of code and "know" what it is doing. Also I believe the majority of a programmer's thinking time should be on the application, not the language or the compiler. In this respect PB beats most other languages, despite the added benefit of other languages/ IDE's/ Libs, etc. Although I am increasingly drawn to Java especially now with OpenGL bindings and realtime libs and fantastic IDE's :P

PS: My engine is designed to eventually allow handling of any type of OpenGL primitives, including lines. Upto recently I have had to concentrate on triangles specifically but I have not hardcoded this, eg, primitive types are stored with geometry data and used when rendering vertex arrays.

Posted: Tue Oct 21, 2003 4:12 pm
by fsw
Yes with EDA I ment Electronic Design Automation and with your experience I'm glad you understand what I mean.

I know that I would never ever accomplish to write stuff like real professional CAD/EDA applications, but I hoped to be able to write little apps to suite my needs ( fun, fun, fun )

Data visualisation is nowadays also implemented in these kind of programs, because today Engineers would like to SEE how all fits together - in colored 3D.

And yes, after all I said, I would like to have primitives for vectorial drawing like:
pixels, lines, rectangles, circles, ellipses, arcs, Bezier splines, polygons filled or without a pattern etc.

This is exactly the field where OGRE has nothing, nada, niente, nichts, null.
And with OGRE as a 3D-Engine PureBasic is only good for Games.

Hmm, this reminds me to look at Allegro again (...if it's still alive and maybe usable)

Posted: Tue Oct 21, 2003 8:02 pm
by Num3
Allegro is one of the most powerfull libraries i've seen , so maybe... just maybe Fred could make a working version also for PB on Windows, linux and MACOS X *hint* *hint*....

To be honest, nowdays with the CPU and GPU power available 2 / 3 fps are not that significant, especially on non-game software... And let's face it, it's not the gfx that make the game great (Remember CIVILIZATION, still voted the n.º 1 game of all times?)

I also think OGL is very good API, well coded and implemented... Probably far better than DX... 9 is it??? ;)

Just my 2 cents...

Posted: Wed Oct 22, 2003 12:33 pm
by benny
@dmoc:
Your engine sounds really cool.
From my point of view, it would be cool, if there would some very simple commands to deal with very basic 3D primitives, because I am personally interested in simple FX and so on.My aim is not to write a new DOOM-Clone or so.
Are there any working examples to showcase you core-engine yet ?

Anyway, I hope you have enough time+motivation to continue your development. Please do keep us informed!

Posted: Wed Oct 22, 2003 1:16 pm
by dmoc
Yep, I plan a little tech-demo hopefully in the next week. At the mo all my development centers around supporting one target app (which I desperately hope will earn me a little money at some point). In a few days (touch-wood) I can create a demo that doesn't give away what my main app is, for commercial reasons, but that will still demonstrate all the features. I'll keep ya posted.

PS: One of my original reasons for rolling my own engine was exactly that: wanting to do little effects/demos without the overkill of a full blown game engine or the associated learning curve of some of the C/C++ libs.

Posted: Wed Oct 22, 2003 9:52 pm
by benny
Cool - looking forward to see it ... 8)

Unpatiently,

Posted: Wed Oct 22, 2003 9:56 pm
by Num3
dmoc wrote:In a few days (touch-wood) I can create a demo that doesn't give away what my main app is, for commercial reasons, but that will still demonstrate all the features.
Ah! Oh ! More Lemmings !!!! 3D Now !!! :mrgreen:

Posted: Wed Oct 22, 2003 11:25 pm
by dmoc
Ah! Oh ! More Lemmings !!!!
??? :?

Posted: Thu Oct 23, 2003 9:03 am
by Fred
dmoc: your project seems very promizing, if you need any special support to finish it, don't hesitate to tell.