Search found 14 matches
- 2011-12-12, 23:55
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
Sounds like a good idea to me. I've got plenty of things to be getting on with which isn't todo with Cafu though, so take as much time as you need. It's almost Christmas after all!
- 2011-12-07, 00:56
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
Sorry for the (very) late response. Again, very busy! Sorry, but we need almost all of them: lines (in all their variants) are used in the editor and for wire-frame renderings, and even quads and quad-strips are useful and used in stencil shadows code. Triangle-fans are used as "better" polygons (e....
- 2011-11-21, 12:36
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
I know the basics of using TortoiseSVN, like updating, committing, ignoring files, resolving conflicts etc. I'll look into creating a patch next time I have something to submit. I think I must have forgot the TypeT member, or deemed it unimportant at the time. It's easy enough to add if needed, but ...
- 2011-11-19, 00:23
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
Well I implemented GL3W just before you made that post. But I've made my renderer completely independent of anything inside "Common" - so it works entirely off GL3W now. The GL3W stuff also acts independently, so it doesn't affect any other renderers. This is how the renderers should work in my opin...
- 2011-11-18, 17:08
- Forum: Cafu Engine Support and Discussion
- Topic: Features of Cafu Engine
- Replies: 2
- Views: 3492
Re: Features of Cafu Engine
I don't think this engine can be embedded into a web browser - at least, not easily. Everything else should be possible though.
- 2011-11-18, 02:25
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
Sorry I haven't replied in a while, been busy doing various things. I'm currently reverting my version back to the latest rev on the svn, and starting fresh (more or less, I'm keeping what work I've done on the renderer though). I've also reverted glext.h and the existing OpenGLEx stuff too, I'm goi...
- 2011-11-13, 00:48
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
I haven't started VBO code, but I have started the shader code - I already have GLSL compiling (can't remember if I mentioned that or not). I'm using your OpenGLEx thing you used for the other GL renderers, I've just added all the other extensions I needed to that. It's kind of a laborious task thou...
- 2011-11-12, 01:36
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
To be honest, I've only worked with OpenGL in a managed environment (C# + OpenTK), so all the nasty extension stuff was done for me - I could forget about spending hours making a window appear and loading extensions, and get on with coding OpenGL stuff. But that spec you linked looks correct, and if...
- 2011-11-11, 16:18
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
If it helps, I can describe the requirements of the VBO implementation, it'd save you spending hours looking through complicated specs and such like. I don't know how far your graphics programming knowledge extends, so I'll go over everything in a bit of detail. Basically, I (the programmer) ask GL ...
- 2011-11-10, 14:27
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
The thing I was getting at about mesh instances (I'm bad at explaining things like this), is basically this. The mesh object should contain vertices and nothing else. It should literally just be the data required to draw a model. No matrices, nothing todo with how the model is used, just raw data. I...
- 2011-11-09, 16:43
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
Handing over complete control of meshes to the renderer, and letting the renderer render the meshes at it's own discretion, like you describe, is probably the best idea. It's more or less what I had in mind. I'll try and answer/respond to your bullet point list. Visibility control from the user code...
- 2011-11-09, 00:59
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
Unfortunately I managed to mess up my version of the engine, so it seems to randomly show obscure error messages and crash in places I haven't even edited - so I'm going to need to start over on the mesh interface front. This was the sort of thing I was experimenting with though: virtual void BeginU...
- 2011-11-08, 14:49
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Re: Renderers and Meshes
Thanks for your quick reply. The VBO specific implementation would be the responsibility of the renderer - the base mesh class, or any other renderer, won't care or require any VBO related stuff. As such, fallback to immediate mode if VBOs aren't available can be done using the existing renderer fal...
- 2011-11-07, 22:58
- Forum: Coding and Scripting
- Topic: Renderers and Meshes
- Replies: 24
- Views: 18835
Renderers and Meshes
Hi, I'm currently looking into making an OpenGL 3.2 renderer for Cafu. The current OpenGL renderer is for 1.x, and that works by pushing vertices one-by-one to the graphics card, each frame. As such, the renderer implements a DrawMesh call with a Mesh object - a sort of "here's a list of vertices, n...