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Community OpenGL Project?
http://forums.realsoftware.com/viewtopic.php?f=4&t=32477
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Author:  Blake [ Fri Feb 12, 2010 3:31 pm ]
Post subject:  Community OpenGL Project?

Would anyone be interested in working on an open source opengl project?

Author:  jquan [ Sat Feb 13, 2010 2:42 pm ]
Post subject:  Re: Community OpenGL Project?

Sure, I'm game. What sort of project?

Author:  Blake [ Sat Feb 13, 2010 2:56 pm ]
Post subject:  Re: Community OpenGL Project?

I was thinking of getting OpenGL into a RB friendly fashion, making developing games in RB much more quick and efficient.

Kind of vague I know but I am running out the door on my way to work :)

Author:  Blake [ Sun Feb 14, 2010 6:32 pm ]
Post subject:  Re: Community OpenGL Project?

So here is what I am thinking, we decide how we are going to create our context (use built-in OpenGL Surface or code from scratch) then work on and create a group of classes that turn the low level OpenGL api into a RB friendly class, making it easier for beginner programmers to understand while allowing advanced OpenGL programmers to tweak the classes for game-specific items.

We could have community games (contests?) that would promote not only people making games in RB but it would also expand the very lacking support of programming resources for game developers in rb.

Author:  mojiferous [ Sun Feb 14, 2010 7:31 pm ]
Post subject:  Re: Community OpenGL Project?

That would be awesome! I am a OpenGL noob, so I can't really help out in the coding, but I would love to have a friendlier interface -- and would definitely develop games for contests/the community.

Author:  jquan [ Sun Feb 14, 2010 7:55 pm ]
Post subject:  Re: Community OpenGL Project?

Not to toot my own horn, but that's what spurred my RB3D replacement project. There's currently hooks for GLSL, but since it's more a generic scene graph it would be up to others to determine if it's usuable as a base or at least for cannibalization.

I'm actually okay starting from scratch on a project like this. I'm stuck on RB2007 at the moment, though. I do have other code that will be useful for games that I can contribute as well.

Author:  Blake [ Sun Feb 14, 2010 11:46 pm ]
Post subject:  Re: Community OpenGL Project?

How do you create your context for OpenGL in your RB3D replacement?

Author:  jquan [ Mon Feb 15, 2010 1:14 am ]
Post subject:  Re: Community OpenGL Project?

Check out my glSpace.Constructor for how I'm currently doing it for Mac and Windows. It works best on Mac, almost parity on Windows (haven't fixed antialias code yet). Haven't tried Linux yet, but I'm very much a novice in setting up that OS.

The context is set to be the Window that calls the glSpace constructor. The entire window is filled, and while I know how to mix controls and OpenGL on Mac, I'm not sure how to do it on Windows. Then again, I'm not sure if it's necessary to mix RB controls and OpenGL on the same window when your OpenGL controls do the trick.

I haven't seen how RB2009 handles setup, but setting up from scratch for me was better than using something like GLUT, which I found too limiting.

Author:  Blake [ Mon Feb 15, 2010 11:16 am ]
Post subject:  Re: Community OpenGL Project?

It looks like we set it up pretty much the same way, to the window. I was thinking if there is a way uncouple the window/control that is the OpenGL context and the rendering scene. I would really like everything to be drag and drop customizable and while full screen is ideal for games when you are working on an editor for a game or other non-game opengl project it would be easier to have something like the OpenGLSurface.

Author:  jquan [ Tue Feb 16, 2010 1:41 pm ]
Post subject:  Re: Community OpenGL Project?

Trying to create an OpenGL context that plays nicely with RB controls has been problematic for me. While I know how to do it on OS X, I haven't cracked how to do it on Windows without disabling double buffering, but doing so creates an OpenGL context that flickers horribly (I was taking the "Include GDI" route). The only other method I've seen involves copying the pixels from OpenGL and converting it into a Picture that can be placed into a Canvas, but it seemed horribly slow to me.

If you have any suggestions on how to fix (aside from converting to the built-in SpriteSurface in RB2009), I'm all ears, as I do see the value of having OpenGL play nicely with the rest of RB.

Author:  Blake [ Tue Feb 16, 2010 10:04 pm ]
Post subject:  Re: Community OpenGL Project?

I never did have any luck with built-in controls working with OpenGL, thats why I went after doing my own. I was talking more along the aspects of having a class act as a translator of sorts from a RB friendly class to a OpenGL friendly class.

Author:  jquan [ Tue Feb 16, 2010 11:42 pm ]
Post subject:  Re: Community OpenGL Project?

Quote:
I was thinking if there is a way uncouple the window/control that is the OpenGL context and the rendering scene.

Hmm. I would assume that it boils down to the context's handle.

As to modularity (which I'm equating to what you said about drag and drop), the classes I have connect primarily to the OpenGL Declare modules, and that's only for the OpenGL calls.

But perhaps I'm misunderstanding you. Do you have something specific in mind?

Author:  Blake [ Tue Feb 16, 2010 11:59 pm ]
Post subject:  Re: Community OpenGL Project?

Here is an example of what I want to do, it is a simple texture class that is RB friendly and can be tweaked for more advanced aspects.

Download

Edit: It's the OpenGLTexture class that is the main focus (if it's not obvious), its the only really commented or structured code.

Author:  CarmineGuida [ Thu Feb 18, 2010 3:25 pm ]
Post subject:  Re: Community OpenGL Project?

I wrote to the RB folks about having some kind of contest for games and they never responded.

I think a contest and a deadline would really motivate people. I think for instance the contest would need a theme (that is announced on a certain day) and you get 2 months to finish (or something).

-Carmine

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