Sign in to follow this  
Xanthos

Unity [.net] OpenGL under-represented?

Recommended Posts

Dotnet OpenGL developers are now a minority in a minority it seems. But I see no real reason for that. Maybe it is just that the OpenGL bindings are not as easily available or known as managed directX. Or is it just my imagination? And little request to the mods: The forum title sais it is a place to discuss .NET, including managed directX and C#. I think it would be better to say ".NET and Mono, including C#, managed directX, OpenGL and other API bindings" instead. This would focus the OpenGL/dotnet discussion in a single forum and not spread it to 3(this forum, OpenGL and Nehe) and make OpenGL bindings like Tao more popular in the gamedev community.

Share this post


Link to post
Share on other sites
Quote:
Original post by Xanthos
Maybe it is just that the OpenGL bindings are not as easily available or known as managed directX.

Or maybe it's the fact that they're bindings. Or maybe it's the likelihood of an OpenGL user being suspicious of any and everything Microsoft. Or maybe it's because you can never be sure when the Tao Framework page will actually be up?

Nobody knows, really.

Quote:
I think it would be better to say ".NET and Mono, including C#, managed directX, OpenGL and other API bindings" instead.

That's a mouthful! What about VB.NET? IronPython? COBOL.NET? I agree that the current description leaves something to be desired, but where to we find the balance between completeness and conciseness? Just something to think about.

Quote:
This would focus the OpenGL/dotnet discussion in a single forum and not spread it to 3(this forum, OpenGL and Nehe)...

Question: why is there always such a strong negative reaction against combining the OpenGL and NeHe forums? I really don't think changing the forum description would change the forum member behavior, but YMMV.


Note: These are personal opinions, not policy or anything. I'm not saying the current situation is perfect; I'm inviting more speculation and analysis.

Share this post


Link to post
Share on other sites
Quote:
Original post by Oluseyi
Quote:
I think it would be better to say ".NET and Mono, including C#, managed directX, OpenGL and other API bindings" instead.

That's a mouthful! What about VB.NET? IronPython? COBOL.NET? I agree that the current description leaves something to be desired, but where to we find the balance between completeness and conciseness? Just something to think about.


I have nothing against other languages/libs in the list.

And managed directX is also not much more than a binding, it`s just that it is currently in the list and OpenGL not. I gives a wrong impression to beginners IMO.

Maybe it would be better to move all managed directX discussions to the directX forum instead.



Share this post


Link to post
Share on other sites
Hi,

If you want to use .Net with OpenGL you should try VC++ .Net perhaps? You can attach an OpenGL Rendering context to a .Net form this way. Its not that difficult. I have only moved to using .Net forms instead of Win32 windows. It makes adding GUI components easy.

Share this post


Link to post
Share on other sites
Quote:
Original post by Xanthos
The forum title sais it is a place to discuss .NET, including managed directX and C#. I think it would be better to say ".NET and Mono, including C#, managed directX, OpenGL and other API bindings" instead.


I think that the description says too much now. IMO it should only say "Discussion about the .NET framework and .NET languages"

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Quote:
Original post by Xanthos
And managed directX is also not much more than a binding, it`s just that it is currently in the list and OpenGL not.


I hate to side-track the topic slightly, but I have to disagree completely. Tao simply binds the procedural OpenGL API, while MDX creates a high level wrapper chock full of OO stuff.

As for it not being listed in the description... I think the description should be shortened to ".NET/Mono game development forum."

Share this post


Link to post
Share on other sites
Quote:
Original post by Cacks
If you want to use .Net with OpenGL you should try VC++ .Net perhaps? You can attach an OpenGL Rendering context to a .Net form this way. Its not that difficult. I have only moved to using .Net forms instead of Win32 windows. It makes adding GUI components easy.


I think you misunderstood the topic of this thread. I did not search for advise how to use OpenGL with .NET.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
      628379
    • Total Posts
      2982353
  • Similar Content

    • By sveta_itseez3D
      itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation.
      “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.”
      Key features of the Avatar SDK for Unity:
      Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo.
      Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts
      Head models support runtime blendshape facial animations (45 different expressions)
      Generated 3D heads include eyes, mouth, and teeth
      Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles
      Six predefined hairstyles with hair-recoloring feature (many more available on request)
      Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game
      Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon)
      Well-documented samples showcasing the functionality.
       
      Availability
      The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com.
      ###
      About itSeez3D
      At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.

      View full story
  • Popular Now