pouët.net

Starting with OpenGL

category: code [glöplog]
Fun fact of the day... I'm going for GL... you can expect a customer loader later this night...
added on the 2015-08-17 13:30:36 by EvilOne EvilOne
Quote:
Again, try epoxy. :-) Switched from GLEW to it and not looking back.


I hadn't come across it before so I googled.

Github kink for 'libepoxy'

What I've got works for now, and it wouldnt be hard to swap to an alternative :)

'back in the day' I rolled my own and was planning to supercede GLEW when forced ot. But this does look like it will be useful. once I've got to certain point libepoxy has several wins over glew for my intended usage. Most notably the ES support.

Thanks for the heads up!
added on the 2015-08-17 15:34:01 by Canopy Canopy
added on the 2015-08-17 17:47:22 by Scali Scali
:) yeah my #1 feature request for pouet is (time-limited?) re-edit of posts to correct typos/badly formed URLs etc
added on the 2015-08-18 10:47:18 by Canopy Canopy
This interesting page/online-tool just got posted in the LinkedIn OpenGL group

"Glad - Multi-Language GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs"

http://glad.dav1d.de/
added on the 2015-08-21 10:50:57 by Canopy Canopy
I'm using GL::load and I can't for the life of me see if GlGenTextures(or gl::GenTextures for that matter) being registered at all.

Using GDebugger: no textures at all apears to be registered(except for one which keeps getting the wrong pixel format while its suppose to be 5 (its a deffered rendrer) )

I'm wondering if its the function loader fault or something else in my OOP abortion.
added on the 2015-10-18 00:55:51 by Deus Deus
OK so i just ditched GlLoad for Glew and everything suddenly registers. Fuck my life for being stuck with faulty shit for over a year.
added on the 2015-10-18 06:44:52 by Deus Deus
totally agree with EvilOne about D3D9 being a local maxima. it was a good one! :)

i was really hoping for Apple to embrace Vulkan... since they didn't it feels kind of doomed. oh well, Metal is quite nice.

i've been doing OpenGL for cross platformabilities lately too. nice to have same code run on OSX, iOS, Windows, and Android. kind of limiting though with regards to mixing in GPU compute.
added on the 2015-10-18 12:57:35 by blackpawn blackpawn

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