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OpenGL Demos Download

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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)
File Size:
1,325.79 Kb
Downloads:
369
File Version:
0.2
File Author:
Michael Vinícius de Oliveira
File HomePage:
Click to visit site
Rating:
Total Votes:1

Comments  

 
+1 # RE: OpenGL DemosHaikuBot 2010-03-20 12:10
There some bug with resize window, try make window bigger and then back to small size and you will get black screen on all demos.

Can you share source too?
 
 
0 # RE: RE: OpenGL Demosmichaelvoliveira 2010-03-20 21:34
Yes! of course! I'll do it today after UFC fightings! and the black screens is a Haiku bug ... sad

dev.haiku-os.org/ticket/3191
 
 
+1 # RE: OpenGL Demosblyy 2010-05-07 09:29
Installed gcc4 and ran it but all apps come up just white, popups work but thats all for me...
 
 
0 # RE: RE: OpenGL Demosmichaelvoliveira 2010-06-10 00:08
Type make to build for yourself :P
 
 
+1 # RE: RE: OpenGL Demostonestone57 2010-06-20 19:27
I was able to test and check them out. Very simple demos. They work when run in terminal but almost half would not work with Tracker for some reason.

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.
 
 
+2 # RE: OpenGL DemosHaikuBot 2010-06-10 08:31
Michael you told that Haiku's OpenGL Kit is sux. But why NeHe lessons don't have black screen effect after resizing window?
 
 
0 # RE: RE: OpenGL Demosmichaelvoliveira 2010-06-10 10:02
Because is not single buffered

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
 
 
+1 # RE: RE: RE: OpenGL DemosAdek336 2010-06-10 10:53
So it's SDL that's broken and plib that isn't ported?
 
 
0 # RE: RE: RE: RE: OpenGL Demosmichaelvoliveira 2010-06-10 22:30
It's not simple as you appointed..

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.
 
 
+1 # RE: RE: RE: RE: RE: OpenGL DemosAdek336 2010-06-11 03:05
From wikipedia: 'GLX (initialism for "OpenGL Extension to the X Window System") provides the binding connecting OpenGL and the X Window System: it enables programs wishing to use OpenGL to do so within a window provided by the X Window System.'

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.
 
 
0 # RE: RE: RE: RE: RE: RE: OpenGL Demosmichaelvoliveira 2010-06-11 03:56
Yes! I know! Because of this, Artur Wyszynski have said in your interview:

Quote:
My plan if nobody beats me is to implement TTM memory menager in kernel, then port DRM on kernel side, provide a simple test cases which shows that it works and then rewrite from scratch Haiku OpenGL kit but as a base use Apple's OpenGL framework. It's mature, well designed and great :)


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 :P
 


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