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#ActualTheChubu

Posted 16 April 2013 - 02:28 AM

Hi. I came across TWL (Themable Widget Library, http://twl.l33tlabs.org/) when looking for a GUI library for Java + OpenGL (LWJGL).

 

It looks pretty nice and there is an editor and all. The drawback is that is coded against OpenGL 1.1 spec and I'm using OpenGL 3.3 core.

 

So I looked at the sources to see if I could code a wrapper to get TWL working with my core context. Thing is, OGL 3 is all the OGL I know, so I don't know exactly how OpenGL 1 calls would be "translated".

 

I know only renderer>lwjgl has GL1.1 calls, which is a 2.5k line long package, so its not that bad (rest of the project is 35k line long or so).

 

So far I've seen a few matrix stack calls, attrib stack calls, calls for things I have no experience so far (textures, fixed function anti aliasing) and a few things that I don't quite know how to replace (GL_QUADS and GL_LINE_LOOP are deprecated in 3.3 i think).

 

As you probably notice, I'm not quite experienced yet. While I have gotten to the point of implementing soft per fragment shading with shader programs (with normals math and all that) there are quite a few spots I've jumped over without touching them (texturing being one of them). Besides the point that even if I manage to translate the GL11 calls, I don't how I would integrate the GUI library into my project (passing around my context to the GUI renderer I think?).

 

Do you think I'm biting more than I can handle? I know I could just create a compat context and see how it works but making the wrapper to 3.3 core sounds like a good learning experience. And while I don't have the time to do this right now (finals, exams, courses and all that good stuff) I'll probably want to do it in the near future. 


#1TheChubu

Posted 16 April 2013 - 02:26 AM

Hi. I came across TWL (Themable Widget Library, http://twl.l33tlabs.org/) when looking for a GUI library for Java + OpenGL (LWJGL).

 

It looks pretty nice and there is an editor and all. The drawback is that is coded against OpenGL 1.1 spec and I'm using OpenGL 3.3 core.

 

So I looked at the sources to see if I could code a wrapper to get TWL working with my core context. Thing is, OGL 3 is all the OGL I know, so I don't know exactly how OpenGL 1 calls would be "translated".

 

I know only renderer>lwjgl has GL1.1 calls, which is a 2.5k line long package, so its not that bad (rest of the project is 35k line long or so).

 

So far I've seen a few matrix stack calls, attrib stack calls, calls for things I have no experience so far (textures, fixed function anti aliasing) and a few things that I don't quite know how to replace (GL_QUADS and GL_LINE_LOOP are deprecated in 3.3 i think).

 

As you probably notice, I'm not quite experienced yet. While I have gotten to the point of implementing soft per fragment shading with shader programs (with normals math and all that) there are quite a few spots I've jumped over without touching them (texturing being one of them). Besides the point that even if I manage to translate the GL11 calls, I don't how I would integrate the GUI library into my project (passing around my context to the GUI renderer I think?).

 

Do you think I'm biting more than I can handle? While I don't have the time to do this right now (finals, exams, courses and all that good stuff) I'll probably want to do it in the near future.


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