OpenGL Demos
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- Description:
-
A small collection of beautiful opengl demos founded in opengl.org and Gamedev websites!
This one deserves to be into Haiku tree - GlutMech
(**hint, hint**)
Notes about this version:
* sources included!!
* It's a gcc4 based (builds with gcc2 too)* It's very useful to show where haiku opengl kit are so far, beyond teapod demo
* Someones have a popup menu with options* if not work for you, type 'make' from terminal for NeHe ones. For SGI ones, read README file. - Submitted On:
- 09 Jun 2010
- Submitted By:
- Michael Vinícius de Oliveira (michaelvoliveira)
- Submitted On:
- 10 Jun 2010
- File Size:
- 1,325.79 Kb
- Downloads:
- 290
- File Version:
- 0.2
- File Author:
- Michael Vinícius de Oliveira
- File HomePage:
- Click to visit site
- Rating:
-
Total Votes:1
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Comments
Can you share source too?
dev.haiku-os.org/ticket/3191
Try to run them with terminal and if no work, then build them. make clean && make.
Edit: I noticed the OpenGL demos that do not work with Tracker have data (images). They do not know where these are when run from Tracker and so have to run them from Terminal.
dev.haiku-os.org/ticket/3191
dev.haiku-os.org/ticket/4355
and because is not using SDL too. it's pure OpenGL
Beyond that, are missing several functions that games using for rendering
Look, plib, the most basic library for games, don't build in Haiku yet.
SDL doesn't draw anything opengl based.
The same demos that you saw, don't work with SDL
All sucks, see GlutMech rendering.
*ALL* examples that are into the package are *ALL* that OpenGL alone can do by now.. (believe me).
And fps is very low with vesa driver
Beyond that, will be necessary something like GLX
or some type of functions (POSIX clock_gettime() is a good one to start),
because
We can't have OGRE, ODE, OpenSceneGraph, OIS, or PLIB or something like that (or 95% of modern 3D games dependencies)
With SDL, 3D backend is very bad implemented, or not implemented, leading to a black tiny screen,
Leaving only 2D games available for Haiku ATM.
So it seems that glx is for X what OpenGL kit is for Haiku, WGL for Windows or CGL for Mac OS X. We don't use X, thus the correct approach would be to port the apps and use Be API in place of glx. Not implement a glx wrapper over the Be API and using the apps unported; unported apps are clumsy in general.
A glx in Haiku would be out of place just like using SDL for Gui, gstreamer for audio, gtk for widgets, etc.
Quote:
http://haikuware.com/20100513500/artur-wyszynski-interview-haiku-opengl-kit
Perhaps that have clock_gettime() for libdrm and have something like, let's say, BGL, it's a good thing
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