digitalmars.D.learn - Type-Safer Modern High-Level Performant OpenGL
- =?UTF-8?B?Ik5vcmRsw7Z3Ig==?= (26/26) Mar 06 2014 Does anybody have some sample code (example or project) lying
- Namespace (8/8) Mar 06 2014 Dgame use VBO's and VBA's for the TileMap:
- ponce (18/33) Mar 06 2014 Libraries that include an OpenGL wrapper are incredibly common in
- =?UTF-8?B?Ik5vcmRsw7Z3Ig==?= (2/3) Mar 06 2014 From what I've seen so far I like the structure of GFM the most :)
- =?UTF-8?B?Ik5vcmRsw7Z3Ig==?= (1/2) Mar 06 2014 I of course mean SDL2 *over* GLFW3.
- ponce (7/9) Mar 07 2014 Mostly familiarity because I've never used GLFW.
- =?UTF-8?B?Ik5vcmRsw7Z3Ig==?= (8/9) Mar 06 2014 I'm trying to build your package using
- Mike Parker (2/11) Mar 06 2014 dub build
- ponce (6/15) Mar 07 2014 I get the same behaviour, but this looks reasonable to me.
Does anybody have some sample code (example or project) lying around that shows modern use of OpenGL (3 or 4) using some or all of the following libraries: - DerelictGL3 (Org) - DerelictGLFW3 (Org) - Glamour - gl3n I'm planning a graph visualization engine in D and I would like to use as high level D language abstractions as possible to implement this in OpenGL. With modern I mean use of more high-level abstractions that more type-safely handles efficient (vectorized) processing of 2/3/4-D geometry (gl3n) and allocation and use of Shaders, VBO, etc similar to what http://kifri.fri.uniza.sk/~chochlik/oglplus/html/ does but in D of course :) This example https://github.com/Dav1dde/glamour/blob/master/example/example.d is good a start, I guess, but I would like to use GLFW3 instead. Speaking of GLFW3 I also wonder why there are two wrappers for GLFW3: - https://github.com/Dav1dde/glwtf - https://github.com/DerelictOrg/DerelictGLFW3 and what the major differences are. I could hack this together myself but if anybody already has put the pieces together why not reuse?
Mar 06 2014
Dgame use VBO's and VBA's for the TileMap: http://dgame-dev.de/?package=System&module=VertexBufferObject http://dgame-dev.de/?package=System&module=VertexArrayObject http://dgame-dev.de/?package=System&module=VertexRenderer http://dgame-dev.de/?package=Graphics&module=TileMap and it has a FrameBufferObject implementation: http://dgame-dev.de/?package=System&module=FrameBufferObject But I'm not sure if that is helpful for you.
Mar 06 2014
On Thursday, 6 March 2014 at 21:30:01 UTC, Nordlöw wrote:Does anybody have some sample code (example or project) lying around that shows modern use of OpenGL (3 or 4) using some or all of the following libraries: - DerelictGL3 (Org) - DerelictGLFW3 (Org) - Glamour - gl3n I'm planning a graph visualization engine in D and I would like to use as high level D language abstractions as possible to implement this in OpenGL. With modern I mean use of more high-level abstractions that more type-safely handles efficient (vectorized) processing of 2/3/4-D geometry (gl3n) and allocation and use of Shaders, VBO, etc similar to what http://kifri.fri.uniza.sk/~chochlik/oglplus/html/Libraries that include an OpenGL wrapper are incredibly common in the D landscape. Everyone likes to make their own, why not. http://code.dlang.org/packages/ Here is a list in alphabetical order: anchovy batch-engine dash DGame GFM (my own, PLEASE, PLEASE CHOOSE ME) GLamour + gl3n graphite three.d ...and probably many others. From your library choices, it seems https://github.com/vova616/BatchEngine and https://github.com/Zoadian/three.d should be pretty close to what you want.
Mar 06 2014
GFM (my own, PLEASE, PLEASE CHOOSE ME)From what I've seen so far I like the structure of GFM the most :) On thing though...why did you choose SDL2 of GLFW3?
Mar 06 2014
On thing though...why did you choose SDL2 of GLFW3?I of course mean SDL2 *over* GLFW3.
Mar 06 2014
On Thursday, 6 March 2014 at 23:03:35 UTC, Nordlöw wrote:Mostly familiarity because I've never used GLFW. What I really like in SDL is the software/DirectX renderers, which provides a tiny feature set, but allows reliable rendering with no graphics API whatsoever :). In all case you will be able to use gfm:opengl with GLFW, to create and select an OpenGL context is the only requirement.On thing though...why did you choose SDL2 of GLFW3?I of course mean SDL2 *over* GLFW3.
Mar 07 2014
GFM (my own, PLEASE, PLEASE CHOOSE ME)I'm trying to build your package using dub but I get the error θ61° [per:~/justd/gfm] master ± dub Error executing command run: Main package must have a binary target type, not none. Cannot build. I'm using a recent build of dub from git master. What is wrong?
Mar 06 2014
On 3/7/2014 8:16 AM, "Nordlöw" wrote:dub buildGFM (my own, PLEASE, PLEASE CHOOSE ME)I'm trying to build your package using dub but I get the error θ61° [per:~/justd/gfm] master ± dub Error executing command run: Main package must have a binary target type, not none. Cannot build. I'm using a recent build of dub from git master. What is wrong?
Mar 06 2014
On Thursday, 6 March 2014 at 23:16:26 UTC, Nordlöw wrote:I get the same behaviour, but this looks reasonable to me. dub tries to build the package named "gfm", which has targetType "none" because it's an umbrella package to group sub-packages. What you can do instead is just referencing the sub-packages you need in your dub.json. Should work then.GFM (my own, PLEASE, PLEASE CHOOSE ME)I'm trying to build your package using dub but I get the error θ61° [per:~/justd/gfm] master ± dub Error executing command run: Main package must have a binary target type, not none. Cannot build. I'm using a recent build of dub from git master. What is wrong?
Mar 07 2014