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 Post subject: Choosing an OpenGL implementation
PostPosted: Sun Feb 08, 2009 3:18 pm 
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Joined: Fri Dec 16, 2005 10:19 pm
Posts: 493
I have found a nice set of OpenGL declare modules (well, more than one I think). I have also found RBGL3D which looks quite nice. I'm trying to decide what I should use.

I have no experience with declares and almost none with OpenGL (I have made some white quads move around, and I managed to hack a render to texture into an example yesterday). I got stuck with my declare modules when I could not make glShaderSourceARB work.

I have some requirements that may be a little unusual. I want to make heavy use of shaders and generating textures with them. I mean lots and lots of shaders (glsl code mixed together as needed) to generate textures (set glViewport, render with special shader, then use glCopyTexImage2D). In addition, I think it would be best to be able to render multiple scenes (stars, then solar system level stuff, then foreground object, then HUD).

I got pretty good with RB3D (basic procedural texturing and LOD, particle system, dynamic origin for stable deep zooms on moving sets of objects, HUDs etc) but it was too limiting and is depreciated. Now I need to choose an alternative.

Any suggestions on what I should use?

Thanks!

_________________
- Craig Macomber -
See my rb apps at:
http://www.spincraftsoftware.com/
Lead Programmer for Fragmented Galaxy, an MMORTS:
http://f-g.wikidot.com/


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 Post subject: Re: Choosing an OpenGL implementation
PostPosted: Sun Feb 08, 2009 11:35 pm 
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Joined: Mon Feb 05, 2007 11:35 am
Posts: 98
You might want to use the OpenGL declare modules to roll your own. I don't believe that a combined RBGL3D + OpenGL declare modules would work properly, only because there'd be lots of duplicate declares (RBGL3D does its declares in-line) and that RB2008 doesn't like duplicates. I've been learning how to use OpenGL declares myself, and the ready-made ones you can find out there have gone a long way in making things easier for me rendering models (I haven't touched GLSL yet).

That said, RBGL3D would currently be your best bet if you don't want to reinvent the wheel in terms of 3D rendering. As it only replicates RB3D functionality right now, you would still need to use declares to extend it to handle GLSL, however, so in that respect I guess there's no avoiding declares (as you've already discovered).

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Jeff Quan
jeff@jcquan.com
http://www.jcquan.com/JQportfolio
My RBGL replacement classes: http://www.jcquan.com/REALbasic


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 Post subject: Re: Choosing an OpenGL implementation
PostPosted: Mon Feb 09, 2009 2:36 am 
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Joined: Fri Dec 16, 2005 10:19 pm
Posts: 493
jquan wrote:
You might want to use the OpenGL declare modules to roll your own. I don't believe that a combined RBGL3D + OpenGL declare modules would work properly, only because there'd be lots of duplicate declares (RBGL3D does its declares in-line) and that RB2008 doesn't like duplicates. I've been learning how to use OpenGL declares myself, and the ready-made ones you can find out there have gone a long way in making things easier for me rendering models (I haven't touched GLSL yet).

That said, RBGL3D would currently be your best bet if you don't want to reinvent the wheel in terms of 3D rendering. As it only replicates RB3D functionality right now, you would still need to use declares to extend it to handle GLSL, however, so in that respect I guess there's no avoiding declares (as you've already discovered).


I'll try and figure out how well RBGL3D will tolerate trying to do odd things (like generate textures occasionally before rendering frames). Thanks for the advice!

I'll be working on getting my shader into rb. With some luck I should be able to reproduce the results below:
A short video of my glsl experiment http://fg.98115.net:4520/~max/temp/PlanetShader1%20movie4.mov
Image

3D noise is fun!

_________________
- Craig Macomber -
See my rb apps at:
http://www.spincraftsoftware.com/
Lead Programmer for Fragmented Galaxy, an MMORTS:
http://f-g.wikidot.com/


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