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Re: SDL Inteface for POGL and macro refactor
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From:
My
Date:
October 4, 2011 10:29
Subject:
Re: SDL Inteface for POGL and macro refactor
Message ID:
1031F7CD-3A36-4467-824B-16D3A890D388@gmail.com
Basically I would like to do
my $tex = SDLx::POGL::Tex->new( w => 20, h => 10 );
$tex->attach( mesh => $mesh, u => 1, v => 1, n => -1 );
#SDLx::POGL::Tex isa SDLx::Surface too
$tex->draw_circle( ...)
$tex->update()
# rendered in opengl on the fly now.
Kartik Thakore
On 2011-10-04, at 12:59 PM, Chris Marshall <devel.chm.01@gmail.com> wrote:
> Hi Kartik-
>
> I took a look at the SDL module on http://search.cpan.org
> to see if I could understand what was meant by updating
> an SDL surface to update a texture. I couldn't find the version
> requirement for the SDL library underneath.
>
> Anyway, I'm currently working some visualization problems
> that involve rendering to a texture from an image buffer or
> PDL. That sounds like it could be related to your work.
> If you have a chance, could you give an example of what
> you want to have happen?
>
> I figure I'll try another Alien::SDL soon to get started and
> maybe I'll be able to understand more when I can use the
> module myself.
>
> Cheers,
> Chris
>
> On Sun, Oct 2, 2011 at 8:35 AM, chm <devel.chm.01@gmail.com> wrote:
>> On 10/1/2011 6:32 PM, My wrote:
>>>
>>> i want to be able to tell opengl that I will
>>> be using SDL and have it turn off GLUT.
>>
>> As I mentioned, GLUT/FreeGLUT is only needed for the
>> current build process. There is nothing to turn off
>> after that point, just use or do not use GLUT features.
>>
>>> Also I wanted to make a SDL pixels to OpenGL data
>>> interface so updating a SDL surface would update
>>> OpenGL textures.
>>
>> There are a lot of ways to update a texture via
>> the OpenGL API as well as ways to render the
>> texture. The POGL bindings have support for
>> OpenGL up through version 2.1 (approximately)
>> although some partial support for shader
>> language is present.
>>
>> You can find some online references to the OpenGL
>> API at http://www.opengl.org including docs by
>> OpenGL version and other information. I can
>> recommend the "OpenGLĀ® SuperBible: Comprehensive
>> Tutorial and Reference (4th Edition)" for good
>> coverage of both the fixed-function pipeline
>> supported by POGL at the moment and coverage
>> of the "new wave" via shader language and
>> texture unit programming. Be sure to get the
>> 4th edition as the 5th edition no longer has
>> any information on the old-style opengl pipeline.
>>
>> Hope this helps,
>> Chris
>>
>>> On 2011-10-01, at 6:03 PM, chm<devel.chm.01@gmail.com> wrote:
>>>
>>>> On 10/1/2011 4:04 PM, Kartik Thakore wrote:
>>>>>
>>>>> Hey Chris,
>>>>>
>>>>> How do I make SDL an interface for POGL?
>>>>>
>>>>>
>>>>> https://github.com/PerlGameDev/POGL/commit/4ed41515474f67cb2af553be9cf0132741594a40
>>>>>
>>>>> I want to turn off GLUT and all that when SDL is chosen.
>>>>
>>>> The easiest way it to just ignore the glut stuff.
>>>> The current build uses GLUT/FreeGLUT to build but
>>>> after that you can use all the OpenGL and GLU
>>>> stuff independent of your choice for window/context
>>>> creation.
>>>>
>>>> My current plan is to refactor the POGL build to
>>>> use GLEW (or GLee) to generate the OpenGL bindings
>>>> and to implement some convenience routines/methods
>>>> to simplify use of the routines from other GUIs and
>>>> their window+context environments.
>>>>
>>>> I thought SDL already had support for creating
>>>> windows with OpenGL contexts in them? If so
>>>> you just create the context and then use the
>>>> POGL bindings to the OpenGL API to do your
>>>> drawing...
>>>>
>>>>> Also in the TODO I noticed you wanted:
>>>>>
>>>>>
>>>>>> https://github.com/PerlGameDev/POGL/blob/SDL_interface/TODO#L28
>>>>>
>>>>> common macro in one place.
>>>>>
>>>>> In SDL we put this in one header, would that work?
>>>>
>>>> Yes, but the challenge is the legacy code and
>>>> untangling the various macro constructs and reordering
>>>> which not breaking anything. I've started to look
>>>> at the GLEW stuff and I think some of the mess will
>>>> go away with the new approach (e.g., all constants
>>>> will be real perl constants, and all bindings will
>>>> be generated from the core GLEW headers which should
>>>> help keep things up-to-date and error free).
>>>>
>>>> What do you need to do that you cannot already
>>>> do with SDL+POGL OpenGL?
>>>>
>>>> --Chris
>>>
>>>
>>> -----
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>>>
>>>
>>
>>
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