Well there's certainly plenty of choice these days. Almost too much.
Isn't there a module for Blitz that lets you use shaders then? It seems to be a really well supported language when it comes to expansions.
Yeh, over the past week, i've been learning OpenGL with Blitzmax.
It supports OGL V1.1 natively but can be upgraded to the later versions which support shaders.
I'm finding it very easy at the moment.
I've ported across my Quaternion camera and object routines and bypass the OGL Euler stuff and it seems to work really well.
At the moment i've got 3000 texture mapped cubes all rotating independently, with a sky box that i can fly around at 60 fps.
Unfortuantely though, as always, theres virtually no information on using OGL with blitzmax, so it's a case of trawling the net for information now.
I think it's more a case of learning the OGL command set and how that works, more than what Blitzmax does.
But so far it's been a hell of a lot easier than setting up C++ and OGL.
Really enjoying myself at the moment. Looking forward to getting my hands dirty with shaders.
i need to sort the cam math to grab the textures to make a sky box from my active scene .
mainly it's the cam view angle . i think it needs to be 90. LOL and sime other stuff.
Cool, i used to do that with Terragen.
Pointing the camera at 90 degree angles wasn't a problem, but getting the view angle correct, was a bit tricky if i remember.