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OpenGL Looking for authors - submissions closed (Updated 4/27)

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Quote:
Original post by juglarx
HI! i think this book is necesary for the OpenGL game dev comunity , i think that is very useful a topic in Editors and tools programing (GTK and MFC) some basic but useful tutorial what do you think?
see u


I think that would be appropriate in a book about GUI creation or widget toolkits, but not in a game programming book. Most of the code in an editor I'd say is in the actual editing - not the rendering, which is what this book is about.

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Quote:
Original post by Myopic Rhino
There are some people here (including you) that I would automatically approve, no matter what they wanted to write about.


Well then, I hope you got my mail :D

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Have the sections you've got in grey got a definite author? I'm asking because I might be interested in writing one or two of them and wondering whether it's worth emailing you about them.

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The sections that have been greyed out have either already been written, or (for most of them) at least one person has expressed an interest in writing about them. I haven't made any final decisions yet, because (to my surprise) this got picked up on OpenGL.org so I wanted to give people a few more days to respond. So if you want to submit a proposal for something that is greyed out, feel free. In a few days, I'll start to make final assignments.

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some observations
1.6 - Disabling VSync // this is different on windows than linux than mac (unless u use sdl or something)
5.7 - Dynamic Light Mapping // what is it ??
6.9 – Explosions // shouldnt this be part of particle systems?

Physics/collision detection? u could write another book about this :)

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Quote:
Original post by zedzeek
Physics/collision detection? u could write another book about this :)


I agree with this. If the book is about OpenGL and Graphical techniques, and knowing that there are whole books out there devoted already to this subject, then Physics should just be an Appendix pointing the strenghts and weaknesses of some of the various SDK packages available (ODE, Newton, Tokamak, Novodex).

Also, Myopic Rhino, shouldnt Shadowing techniques get their own full Chapter? I feel Shadowing Techniques is a subject as avoided in technical books as Culling algorithms.

Two thumbs up for this book project. Any chance I could get mine signed? [wink]

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Dave, any news on this?

Would you please confirm if you got my e-mail, i'm afraid it was eaten by some hungry spam filter somwhere.

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Yes, I got your email.

I have a tone of responses that I need to sort through. Pretty much every topic is covered, with the exception of fire, explosions, and advanced/dynamic lightmapping techniques - all of which can probably be dropped. I haven't confirmed with any authors yet, because there is considerable overlap.

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Quote:
Original post by zedzeek
1.6 - Disabling VSync // this is different on windows than linux than mac (unless u use sdl or something)
Yeah, I know. SDL doesn't include the capability to do this, so it may have to cover each platform.
Quote:
Original post by zedzeek
5.7 - Dynamic Light Mapping // what is it ??
The first book only briefly touched on basic lightmapping techniques, so I wanted to cover more advanced methods (e.g. this article). However, with the reality of per-pixel lighting now, I'm not sure how relevant this is.
http://www.flipcode.com/articles/article_advlightmapping.shtml
Quote:
Original post by zedzeek
6.9 – Explosions // shouldnt this be part of particle systems?
Probably.
Quote:
Original post by zedzeek
Physics/collision detection? u could write another book about this :)
I agree. That's why it's listed under potential topics. Originally, we'd considered making the book not so graphics-centric, but most of the additional topics we'd considered are big enough to warrant their own book, so we decided to drop that plan instead of adding chapters that were too high-level and brief.

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Quote:
Original post by Prozak
Also, Myopic Rhino, shouldnt Shadowing techniques get their own full Chapter? I feel Shadowing Techniques is a subject as avoided in technical books as Culling algorithms.
It could, yeah. I'll probably end up breaking the book into many more chapters than what I've listed, depending on how long each section is.
Quote:
Original post by Prozak
Two thumbs up for this book project. Any chance I could get mine signed? [wink]
Heh, sure [grin]

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I don’t know if anyone has suggested it but how about adding "Rendering Fur" into the "Special Effects" chapter.

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Is accumulation buffer hardware acceleration coming? This is an under utilized aspect of rendering because it's fairly slow, but lets you do the special effects reminiscent of the defunct 3dfx cards.

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its technically already here, its just still VERY slow, rendering a simple scene (just a rotating cube) 12 or so times into the accum buffer per frame @ 1024*768 made my 9700pro break down and cry, it was hardware accelerated as it was doing more than 1fps but it was horribly slow, and thats mostly down to bit depth I think, as the accum buffer has 16bit per color channel (64bit per pixel), so blending into it from the frame buffer and then copying back just totally rips into fill rate.

I'll knock up a test later on my X800 to see if that runs any better.

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Quote:
Yeah, I know. SDL doesn't include the capability to do this, so it may have to cover each platform.

true i was wrong, i assumed sdl did but from looking last night i couldnt find it with sdl 1.2.7

Quote:
Is accumulation buffer hardware acceleration coming?

its been available for a while with gffx (ie demos run >100fps)

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ok, I've got your email. Any chance I could do particle effects (fire/explosions)?

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Quote:
Original post by Genjix
ok, I've got your email. Any chance I could do particle effects (fire/explosions)?

So that means that everybody got mail from Dave? Or only some or only the guys which can write?

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I asked to do model loading, but the chapters had already been filled and he asked in email if I wanted to do something else (not already done).

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Quote:
Original post by Myopic Rhino
Quote:
Original post by zedzeek
1.6 - Disabling VSync // this is different on windows than linux than mac (unless u use sdl or something)
Yeah, I know. SDL doesn't include the capability to do this, so it may have to cover each platform.


I'm not sure if any of the SDL sample code has been written, but GLFW is another option, GLFW does support this and is (IMHO) a simpler framework for OpenGL apps seeing as that's what it is designed for.

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