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Offline Matrefeytontias

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Re: GLIB a graphics axe 3d librairy
« Reply #315 on: January 11, 2014, 10:06:40 am »
Great ! :D It has been something that I had never get rid of, the clipping bug.

Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #316 on: January 11, 2014, 10:09:30 am »
yep, it really annoy a long time.

I've just done speed test :
-34 fps for buggy cliping
-23 fps for perfect one.

The drop is important ; and I understand it seing all the calculation engine has to do. I will see if I can cache one to get speed.
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Offline Sorunome

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Re: GLIB a graphics axe 3d librairy
« Reply #317 on: January 11, 2014, 12:38:25 pm »
wow, that is amazing O.O
I bet you'll make it possible to render faster than light :P

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Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #318 on: January 12, 2014, 05:32:34 am »
I bet you'll make it possible to render faster than light :P

Wish granted  :P I love trivial accept.


32.5fps !!!!!!  :crazy:
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Re: GLIB a graphics axe 3d librairy
« Reply #319 on: January 12, 2014, 09:16:35 am »
That's so beautiful! OpO

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Re: GLIB a graphics axe 3d librairy
« Reply #320 on: January 12, 2014, 09:48:22 am »
Wow, that is fantastic! I have no idea how y'all get this stuff to work so fast and smoothly!

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Re: GLIB a graphics axe 3d librairy
« Reply #321 on: January 12, 2014, 01:51:24 pm »
yay, that is awesome! :D

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Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #322 on: January 13, 2014, 06:24:44 am »
thanks  :D

So, I included all of this new stuff (cliping, vbo) Inside GCORE Library. One good thing with VBO is that now all main function are compatible with app  :p  (except for shader and double camera, but I have to reprogram shader anyway, and camera fix is easy).


The size is now +-3200 for a test program, wich I think should be the limit for the main Library, but I don't really know what should be part of it. So I am putting a poll  about what I have to concenter next ;D
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Re: GLIB a graphics axe 3d librairy
« Reply #323 on: January 14, 2014, 02:29:17 pm »
Main Library finally completed ! ( exepct for minor updtae such as little optimization) ; but the whole syntax will not ever change  :D
I started to update tuto is consequence too.
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Re: GLIB a graphics axe 3d librairy
« Reply #324 on: January 14, 2014, 04:25:24 pm »
Good job on the 3D clipping :D

Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #325 on: January 20, 2014, 01:02:06 pm »
minor update that should hopefully fix a bug with double camera. Also optimize some commands.
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Re: GLIB a graphics axe 3d librairy
« Reply #326 on: February 05, 2014, 06:07:45 pm »
What is the double-camera feature?

Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #327 on: February 06, 2014, 12:25:30 pm »
basically some sort of opengl's stack operation (glPush(), glPop() ), but I simplified it and make only two camera slot avaible. I think it enough for mostly everything (including model rotation and then world rendering).
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Re: GLIB a graphics axe 3d librairy
« Reply #328 on: February 07, 2014, 12:57:36 pm »
Ah ok, I thought it was something involving 3D, except that didn't make much sense with a monochrome calc unless it was cross-eye view (split-screen), although I guess that could have been an idea for the color 84+ (although unfeasible?) :P

Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #329 on: February 24, 2014, 10:19:43 am »
Soooo....  Because I have redesigned the GCORE system, the polygon gestion is kindy outdated. Methods I used *won't* work well with all the new stuffs. So I've just put in place a all new pipeline. Of course, it's kindy the ultimate pipeline to reach (if I ever do that, GLib will be finished and totally awesome, if I can say so  :P ), and some functionnality could get remove.

GLIB PIPELINE VER 2.0 omega

*PRE-PROCESSED*
1.Lightning processing
   1.Process a per-vertex based on light type and strenght
   2.Multiple pass, many as lights defined

*MAIN*
*USER CONTROL**call GUpdateVBO()*
2.Vertex Processing:
   1.Each vertex is acted upon by a Vertex Shader. Each vertex in the active VBO is processed. (turned into a point coordinate)

*USER CONTROL**call GPrimitive()*
3.Optional Geometry Shader primitive processing. The output is one or more primitives. Geometry shader function is always used to return from drawing
4.Primitive Clipping.
5.Scan conversion and primitive parameter interpolation, which generates a number of fragments.
   [1.Textures coordinates are interpolated if texturing is set. Use a common data set.]
   [2.Light intensity is interpolated if light is set. Use extra per-vertex informations.]
   [3.Depht is interpolated using VBO informations.]
6.A Fragment Shader processes each fragment. Each fragment generates a number of outputs.
7.Per-Sample_Processing:
   [1.Stencil Test]
   [2.Depth Test]
   [3.Occlusion query updating]
   4.Blending


Fragment sub structure:
-GDepht
-GFragX
-GFragY
-8 colors between 0-16   (0 is white,16 is black)
GFragX is multiple of 8.


Vertex sub structure:
-GVertexX
-GVertexY
-GVertexZ
-GScreenX
-GScreenY

Primitive sub structure:
-°TYPE
-VBO's id of vertex1
-VBO's id of vertex2
...

[] is modifiable options (set by extra functions)

So, what do you think about it ?
« Last Edit: February 24, 2014, 10:20:38 am by TheMachine02 »
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