Motivation.
category: general [glöplog]
heulanith: you have to import less functions because of the object model. so yes, but this is noticeable mostly in 4ks.
opengl is a dead api except for the industry mand maybe mobile (but i don't really know how popular is becoming opengl es (an opengl subset)). most people is using dx now, and many of those who are not are thinking about it.
opengl is a dead api except for the industry mand maybe mobile (but i don't really know how popular is becoming opengl es (an opengl subset)). most people is using dx now, and many of those who are not are thinking about it.
OpenGL is still the only choice if you want to do multiplatform stuff, or scientific visualization (though that's really not scene-related).
makc: heh...ok, I'll downloading the dx sdk now, so I can try to learn (again), last try was horrible...
Thanks all for the feedback. Im ditching OpenGL for DX, I have the SDK already set up and im going to go through and just rip the basic code and add whatever.
As for the coder, I think he will be happy. However, I think he fell off the face of the planet as I cant get ahold of him. hmmm
As for the coder, I think he will be happy. However, I think he fell off the face of the planet as I cant get ahold of him. hmmm
preacher: right. but i was talking about scene and game programming trends.
i'm an opengl coder myself and i'd suggest it to beginners over dx, btw. even if i got the opposite effect, it seems :D
i'm an opengl coder myself and i'd suggest it to beginners over dx, btw. even if i got the opposite effect, it seems :D
"OpenGL is still the only choice if you want to do multiplatform stuff, or scientific visualization (though that's really not scene-related)."
IMHO inside-outside dichotomies are the biggest halters of progress.
IMHO inside-outside dichotomies are the biggest halters of progress.
Quote:
@skrebbel
Yeah, I could try a bit that way, however it seems like cheating.
Dealing with video hardware is just a waste of time if you want to make, say, beautiful effects. OpenGL and DirectX are interfaces to the video hardware, and we can consider NEHE as an interface to GL. They solve some general issues to let you focus on the real thing.
Quote:
Show me the unix-based visualization tool for distributed computing that's running on a mainframe and uses DirectX, and I'll agree with you. IMHO inside-outside dichotomies are the biggest halters of progress.
But generally speaking, you're of course right.
The only motivation for coding in DX is that you can write shader-code in assembly (even though shader-asm already seems to be a thing of the past).
mov, sub, add & mul -- that's music to my ears.
mov, sub, add & mul -- that's music to my ears.
bla bla. computer sucks. amiga rulez, d3d = cancer, openglu = hippie shit. also, computer(NOT GBA) sucks. amiga rulz.
kus ma bite:
HEAR HEAR
also: psp rulz
HEAR HEAR
also: psp rulz
"...and we can consider NEHE as an interface to GL."
Liike, Pouet bbs' as an interface to sceners' brain? Last time i checked, nehe was such a horrible piece of crap that i was screaming from the pain...
Liike, Pouet bbs' as an interface to sceners' brain? Last time i checked, nehe was such a horrible piece of crap that i was screaming from the pain...
preacher: funny, last time i did multiplatform stuff (ps2/xbox/pc/gc game dev), we definately didnt use opengl.
anyone doing multi-hw platform stuff (as opposed to e.g. running on the same hw but booting to a different os) wraps their low level rendering layer and uses the most appropriate api (already available or custom-written) for the job on each platform underneath. =)
anyone doing multi-hw platform stuff (as opposed to e.g. running on the same hw but booting to a different os) wraps their low level rendering layer and uses the most appropriate api (already available or custom-written) for the job on each platform underneath. =)
it's scary people are using cut'n paste of others code for all kinds of purposes. it's quite nice to know what you are doing while you are coding.
REPEAT 180 [ FD 1 RT 2 ]
Well yes, but the problem is that it's too much (and perhaps useless) to know what's going on in the window init code. That's another reason why I prefer the old times ;P
blala, nehe still is, but the point is that if you steal the windowcode and put it in some uglynehewindow.c file, it actually works and you can starting coding the damn demo.
or, well, you could also just steal all of kusma's engine like i do. well you couldn't, but i can.
or, well, you could also just steal all of kusma's engine like i do. well you couldn't, but i can.