Re: Graphical programming
- Posted by ssallen Aug 01, 2013
- 1805 views
Don't reinvent the wheel. There are already a couple dozen variations on wrapping the OpenGL libraries: Euphoria Archive
I think reinventing the wheel is a great learning experience but is not pratical for a time critical project.
also, be prepared to learn 3D modeling using blender or 3DS Max.. Ive tried sketchup but it doesnt create the collada files properly
I will definatly look into some of these wrappers but I would be interested in giving it ago myself with openGL. I have had some exposure to Blender in the past but will look into again although 3D modelling is not something I am interested in.
Thank you for your replys.
Kirk
EDIT: Apparently my reading skills are awful today. You are using Linux so most of my recommendations below won't work out of the box. Some de-Windowsing will need to occur. The wrapped tutorials should be fairly easy to translate though as they are all pretty small.
If you want to give it a go using plain OpenGL then I would encourage you to utilize the OpenGL wrapper included in my Zapox engine. It has most of the modern openGL functions wrapped exposing custom shaders as well as VBOs. The engine itself has some additional features you are free to strip out as necessary as well. It includes examples on custom shaders, color picking (3d picking), a fully functioning rendering pipeline, on the fly geometry creation, model loading, and a bunch more. Most of it is working code but its a good start for learning OpenGL on Euphoria. I also wrapped several of the Modern OpenGL tutorials from http://en.wikibooks.org/wiki/OpenGL_Programming. That is on the rds archive as well. If you have used OpenGL in the past I highly recommend those tutorials to get up to speed on modern OpenGL - it is quite a bit different from the fixed function days.
I am about half way through wrapping the Assimp model loading library which will simplify loading different model formats. It works but I need to write some rendering examples.
Note: I would highly recommend using SDL as your basic windowing library. OpenGL by itself doesn't handle input support and it greatly simplifies setting up the initial OpenGL context.
Thanks,
Steve A.