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vNeeki

Member Since 16 Jul 2010
Offline Last Active Sep 05 2012 04:15 AM

Posts I've Made

In Topic: So I started writing Example Programs

04 July 2012 - 11:30 PM

Well done , well done.

I'm still following the project ;)

In Topic: So I started writing Example Programs

30 June 2012 - 05:58 AM


Maybe add a common module for the (common) shader stuff ?

You mean as in a separate file or just separate functions? I'm aware that the examples aren't exactly best coding practice in terms of structuring etc. But I wanted to avoid introducing to much of my structure since that is one of the things that I often don't like in tutorials. That the author structures the code in some way that is intuitive to him but not me. Which in the end makes it harder to find what I'm actually looking for. Also I wanted the examples to be self contained without external includes other than the libs. I was considering putting something like a index on the top of the examples like:
/*
* lines x-y: shader setup
* lines z-w: vbo setup
* ...
*/
to make it easier to find the relevant parts.
Can you elaborate on what you mean with modules?


I meant a simple wrapper class to handle shaders.Something like :

CShader shader;
shader.SetVSource("vert code");
shader.SetFSource("frag code");
shader.Compile();
shader.Bind();
shader.UnBind();

int uniform = shader.GetUniformLoc("variable");


The next examples I'm considering to add are sync queries and buffer mapping (for texture streaming), timer queries, occlusion queries and conditional render as well as transform feedback. For the moment I'm going through OpenGL3.3 features and after having covered those I'll also look into 4+ stuff (tessellation most notably).


Woahah sounds amazing!

There might be other features I'm currently not thinkingof?


How about assimp model loading/rendering and multiple opengl contexts?

In Topic: So I started writing Example Programs

29 June 2012 - 01:22 AM

Very nice work ...and i just learned about GLFW's existence Posted Image
Maybe it is about time to take divorce with SDL Posted Image


Quick-edit--
Suggestion : Maybe add a common module for the (common) shader stuff ? Posted Image

In Topic: Multitexturing and glBindTexture

28 June 2012 - 11:25 AM

Ok thanks both of you then Posted Image

In Topic: Multitexturing and glBindTexture

28 June 2012 - 08:30 AM

All i need to know is if glBindTexture binds the texture globally or if it is texture unit context sensitive , because if it is a global state change then i would have to bind the texture linked with each texture unit after each texture unit state change. Posted Image

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