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Author Topic: TMC's OpenGL Stuff  (Read 1342 times)
Prime_8
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« Reply #15 on: June 15, 2012, 03:11:11 AM »

sounds cool man .
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« Reply #16 on: June 16, 2012, 11:06:02 AM »

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As far as OpenGl versions are concerned does anyone have installed base figures?  What percentage of the users have a recent version?

I don't have any figures, but the rule of thumb goes that if you can update your graphics card driver to a newer version then you will usually get updated OGL support if your card supports it.
I did wonder about OpenGL updates as I can't remember ever getting one unlike say DirectX. Smiley

I might do a bit of digging and see what version the average user has.  I'm not doing anything particularly cutting edge so I don't really need a lot of the bells and whistles a later version might give me, especially if it means excluding a large chunk of the market.
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T_M_C
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« Reply #17 on: June 16, 2012, 11:31:52 AM »

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I might do a bit of digging and see what version the average user has.  I'm not doing anything particularly cutting edge so I don't really need a lot of the bells and whistles a later version might give me, especially if it means excluding a large chunk of the market.

Sounds good.

OpenGL is just a Render engine, unlike Direct X which comprises Direct 3d, Direct Input, Sound ect , but from my limited experience with it, OGL was pretty easy to use.


Update
----------
Well, i've had a few issues trying to update Blitzmax with the latest OpenGL stuff.

I thought i had updated everything ok.  It was a complicated process, of downloading some files, getting blitzmax to convert those files into a file it could use and then the last bit, which i totally forgot about, to recompile the Blitzmax modules to incorperate the new OGL stuff.

I didn't realise i missed this step until after i'd written my first shader code.

The shader stuff just refused to do what i told it.  It would load and compile the shaders, but upon error checking the shaders they were reporting all sorts of error codes.

It was then, after some forum digging i realised i had missed the important step of rebuilding the Blitzmax modules.

Great i thought, that should be easy enough, and i'll be up and running in minutes.

But nope.  Turns out i needed to download another programme 'MinGW' in order to rebuild the blitzmax modules.

Ok, i did that, and rebuilt the modules, but at the very end of compilation, it threw up some openGL errors.

Only the errors in the updates i had done.

So, after updating Blitzmax with different versions of OGL, with no luck, i was still getting the same compilation errors, i slowly came to the realisation that Blitzmax was at fault and that i wasn't going to be able to update it the way i wanted.


So after giving it some thought, i've decided to ditch Blitzmax now, after several years of use.

I can't fault the language for what it was designed to do.  Modern 2d graphics programming.  

To date it has been the best language i've used and i've thoroughly enjoyed my time using it, but i think now, i've outgrown it, espeically where 3d is concerned, so i've decided to move on to pastures new.


After thinking about my various options, i've decided to go into C++ and Direct X programming.

This is quite low level stuff ( Which Prime knows all about ), which i'm interested in and should allow me to build the game engine i want and hopefully provide the speed i'm after too.

I could have used a third party games engine, Something like Unity for instance to get me straight into creating a new game, but i decided i'd rather have total control over what i create, even though it means a much longer development cycle.

Although i've not coded in C++ before, i'm no stranger to C, having spent several years using it before i switched to Dark Basic.  I even wrote a software 3d engine in C at one point, so i'm hoping that will stand me in good stead.

So now i'm in the process of making my way through various C++ and Direct X tutorials and slowly getting used to a new way of coding.

Really enjoying it so far.

TMC
« Last Edit: June 16, 2012, 11:36:12 AM by The_Masked_Coder » Logged

JDog053
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« Reply #18 on: June 16, 2012, 04:30:17 PM »

Welcome to C++/DirectX, hope you enjoy your stay!
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« Reply #19 on: June 16, 2012, 06:09:41 PM »

So after giving it some thought, i've decided to ditch Blitzmax now, after several years of use.

I can't fault the language for what it was designed to do.  Modern 2d graphics programming. 
Wow big decision man Smiley  I deliberated over it for a good while before deciding that, in theory, using C++ of some flavour might mean I could use the core of the code again when I eventually move to a different engine.

Leaving behind your vast library of Blitz code must be tough.


Although i've not coded in C++ before, i'm no stranger to C, having spent several years using it before i switched to Dark Basic.  I even wrote a software 3d engine in C at one point, so i'm hoping that will stand me in good stead.
I didn't realise you had experience in C.  That will help a lot. Smiley

I really like C++ although I don't use many of it's more advanced features.  Once you get used to its quirks and learn a few simple rules it wont bite you too many times....although some linking errors still seem illogical to me  Tongue  Oh and I love using VS so that was another factor.

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« Reply #20 on: June 17, 2012, 05:15:02 AM »

Cheers Guys.   Smiley

TMC
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Prime_8
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« Reply #21 on: June 19, 2012, 03:13:15 PM »

TMC don't forget to chim in on Ember re engine needs.  Aarron is up to his neck inscheduler code and such but is getting near the visual stuff.
He just made a huge post over on OpenGL forums , re requesting some stuff become part of OpenGL proper.. LOL

i know if you hit a low leve issue just pop him a question DX or OpenGL .

D3D / Dx  is cool .
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« Reply #22 on: June 19, 2012, 03:35:40 PM »

Yeh, thanks for the reminder Prime.

I havn't forgotten Ember.    Smiley

TMC
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Prime_8
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« Reply #23 on: June 19, 2012, 03:45:16 PM »

NP i did last week . LOL

reminds me Jdog .. nuts .. i forgot ..
Jdog check your PM
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