Linux coding

Tyler Aviss tjaviss-Re5JQEeQqe8AvxtiuMwx3w at public.gmane.org
Sat Feb 7 16:01:45 UTC 2009


One of the things I had moved towards a framework for was some of the
extra features like the prebuilt OO structure, as well as more
"canned" stuff for shadows, input, hit-detection, etc.

When you code OpenGL stuff, do you work with a framework/SDK/etc for
these or it is mostly in-house stuff? Anything else out there that you
might recommend that can be dropped on top of OpenGL to extend this
functionality (free is nice but so long as it's "affordable" that
works too)?

Having poked quickly at the "Red Book" samples, they seem to be
well-formatted, simple, and to-the-point. If I can stick with straight
"GL" and work upward.I'd imagine there may be a lot of cruft with OGRE
etc, although recently I did find that it has an "mobject/mogre"
(manual object/ogre) framework for manual entity creation.

- TJA

On Fri, Jan 30, 2009 at 9:10 AM, colin davidson
<colinpdavidson-Re5JQEeQqe8AvxtiuMwx3w at public.gmane.org> wrote:
> I do a lot of work with OpenGL, though as an embedded OGL implementer,
> rather than as a user. So I tend to be more concerned with "what
> allocated objects do I need to free when a context is deleted" or
> "what portions of what call lists can be accelerated by storing them
> in indirect buffers in video memory" rather than "should I use an RGB
> or an intensity texture" or "is it better to push and pop or just
> reload the perspective matrix".
>
> Still, I should be able to answer a fair number of questions and I
> know others who can answer more (about OpenGL).
>
> Cheers, The (an?) other Colin.
>
> On 1/29/09, Lennart Sorensen <lsorense-1wCw9BSqJbv44Nm34jS7GywD8/FfD2ys at public.gmane.org> wrote:
>> On Thu, Jan 29, 2009 at 02:31:35PM -0500, Tyler Aviss wrote:
>>
>> > Awhile ago I bought an EEE to make use of some of that otherwise
>>  > wasted time I spend on the subway. So far I've been trying to update
>>  > my somewhat rusty knowledge of C++ and working with toolkits such as
>>  > OGRE.
>>  > Does anyone else on the list actually code C++'ish apps under Linux,
>>  > or has played around with 3d/Ogre/SDL/etc development?
>>
>>
>> I have played a bit with SDL and opengl in the past.  I avoid c++ in
>>  favour of c on principle though.  Python is more fun and quicker to play
>>  with for sdl and opengl though especially using the pygame library.  All
>>  of the fun with none of the ugly c or c++ bits to worry about.
>>
>>
>>  > What do you find are the best resources for these? I find that a large
>>  > portion of books tend to be windows-focussed, even for the
>>  > cross-platform apps or frameworks.
>>  >
>>  > Also, this may start a bit of a flamewar... but on modern systems, how
>>  > would compare performance of something like Python (I haven't used it,
>>  > but after Perl/PHP/C/C++ they're all somewhat familiar in
>>  > concept/layout) or interpreted languages VS something compiled with
>>  > C/C++/etc
>>
>>
>> python actually does some compiling when you run it, and I believe,
>>  caches the result so running the same script (if it hasn't changed) is
>>  much faster.  It is also very good at interfacing with c libraries and
>>  hence taking advantage of c libraries doing the heavy work, but letting
>>  someone else write those.
>>
>>
>>  --
>>  Len Sorensen
>>
>> --
>>  The Toronto Linux Users Group.      Meetings: http://gtalug.org/
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> --
> The Toronto Linux Users Group.      Meetings: http://gtalug.org/
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-- 
Tyler Aviss
Systems Support
LPIC/LPIC-2
(647) 302-0942
--
The Toronto Linux Users Group.      Meetings: http://gtalug.org/
TLUG requests: Linux topics, No HTML, wrap text below 80 columns
How to UNSUBSCRIBE: http://gtalug.org/wiki/Mailing_lists





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