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Messages - demetrioussharpe

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91
Hardware / Re: OpenGL ddk
« on: 2011.02.24, 01:12:30 »
Hi Demetrious,
   I think the most important thing is to get something working. Having some other code might help you compare it to what you've already written but I think that you've put in so much effort in GL/2 that it would be a pity if you abandoned it in favour of WarpMesaGL


We're of the same mindset in this regard.

92
Hardware / Re: OpenGL ddk
« on: 2011.02.24, 01:11:45 »
You've probably done a lot of thinking about it on your own, so now that you can see the other code, you've probably got a lot of your own ideas and input that can boost your effort to perhaps merge the ideas into one project.

Is it far from what you've been working on?!

Yes, it's very far. It's based on Mesa3D. I'm still trying to find the supposed ATi R200 & SNAP drivers that it's said to include. Though, they're only supposed to be work-in-progresses. I'm more interested in how the drivers interface to the code. If I were to scratch everything & pursue this codebase solely, It would mean that I'd end up trying to update it to the latest stable version of Mesa3D, & figure out a way to interface the output of Mesa3D & the input of the drivers with the GRADD extension interface between them. This is pretty much what I have to do with GL/2.

93
Hardware / Re: OpenGL ddk
« on: 2011.02.23, 16:38:12 »
Recently, I was contacted by someone who sent me the source code to WarpMesaGL. If I'd had this code from the beginning, I probably would've never started up the GL/2 project. I'm currently evaluating this code to determine it's value. The programmer who did the port seems to have abandoned the code back in 2003, apparently.

94
Hardware / Re: OpenGL ddk
« on: 2011.02.17, 18:28:13 »
Just reached commit #200.  It brings a large portion of my overall concept to the project -"Nugget Streams".  The nugget streams are what flow through the pipeline. Nuggets are bits & pieces of graphics primitives.  In order to allow the driver to be as efficient as possible, all of the data is manipulated within the GL library up until GLEnd() is called.  Once GLEnd() is called, the Context sends itself to the Pipe object.  The Pipe object evaluates the Context in order to decide which pipeline to use.  Once that's decided, the Pipe object retrieves the nugget stream from the Context & sends it through the prior selected pipeline.  At this point, we're sending raw data through the pipeline.  There's nothing else left for the GL library to manipulate & the hardware will not be sending any return values back to the GL library.  The basic format for a nugget 'so far' is:

typedef struct NUGGET
{
    struct NUGGET *pPrev;
    struct NUGGET *pNext;
    NUGGETTYPE eType;
    void *pPrim;
} NUGGET, *PNUGGET;

The basic format for a stream of nuggets 'so far' is:

typedef struct STREAM
{
    unsigned int nCount;
    NUGGET *pNuggets;
} STREAM, *PSTREAM;

I'm still trying to hash out exactly which primitive commands will be listed in enum NUGGETTYPE.  More to follow!

P.S.  It looks like I forgot to include nuggets.h in commit #200, so it's in #201!

95
Hardware / Re: OpenGL ddk
« on: 2011.02.13, 22:54:58 »
I typed that ONLY after receiving your logo via this site's PM system.

Geez...

You must have been online when I sent that PM.

You replied so fast I thought that you were talking about someone else's pic.

Also, the way that you described it, I didn't think that you could possibly be talking about my errr... rather basic... submission. Hahaha!  ::)

In which case, thanks for the kind words.
  :D

I'm usually online. Now, more than ever, since I no longer have to worry about going to work! lol

96
Hardware / Re: OpenGL ddk
« on: 2011.02.13, 19:05:56 »
Hello Dee,

is there something we (users) can help you out with beside cheering you on?

Hello Jep,

Sure, there's always something to do that's not really related to actual programming. Logos would be great. Convincing any of the graphics & game developers that you know to consider building a version of their software targeting OS/2's OpenGL implementation. GL/2 site management probably needs a little help here & there. There're also tons of things that are going to need to be in place when this thing is up & running, since the availability of hardware acceleration (in itself) is just 1 solution to 1 problem, but doesn't solve the overall issues. Maybe organizing fellow OS/2 users who love games to get back involved. Perhaps someone could even create a new OS/2 gaming site. The sky's the limit really. Thanks for your interest! :)

97
Hardware / Re: OpenGL ddk
« on: 2011.02.13, 19:00:08 »
There's some frequency wandering going on here I think.  ;)

Let me see if I can clarify this a bit...


Sounds good to me! Ok, so far I have one additional judge & one submittion.

Your "& one submittion" [sic] means that you had to have at least one logo at that point.

It was that message that prompted me to create-and-submit mine... so there must be at least two logos at this point.

It is that first submission to which I refer(red)... and want(ed) to see.
 :D

I typed that ONLY after receiving your logo via this site's PM system.

98
Hardware / Re: OpenGL ddk
« on: 2011.02.13, 03:32:48 »
Actually, I rather like this logo. The most important factor is that it's nothing at all like the OpenGL logo. It's not even similar to it. And, on top of that, it's rather simple. Not a whole lot to confuse the eyes. It gets it's point across rather nicely. You know, without a shadow of a doubt, what this logo represents.

Well, thanks for that, Dee, but it couldn't have been the one that you were talking about, because I hadn't made it yet. Hehe. 8)

I guess that the first one will be shown at some point...

Be sure to post a reference to it...


I didn't post until after I got the pic from your PM.

99
Hardware / Re: OpenGL ddk
« on: 2011.02.13, 00:25:33 »
Er... thanks, Melf!, but that not the logo Dee was talking about.. that's my weak attempt.

Where's the great one?


Actually, I rather like this logo. The most important factor is that it's nothing at all like the OpenGL logo. It's not even similar to it. And, on top of that, it's rather simple. Not a whole lot to confuse the eyes. It gets it's point across rather nicely. You know, without a shadow of a doubt, what this logo represents.

100
Hardware / Re: OpenGL ddk
« on: 2011.02.12, 04:31:22 »
Unfortunately, logos have to be simple given the wide variety of uses they must serve, including still being able to look good when severely reduced.

Given that restriction alone, it has to be sort of big and blocky and not contain any fine, fancy work or it is either lost in the reduction, or falls apart looking... well... sometimes less than it was and other times... simply 'orrible:o

Of course, if someone has some very good, expensive, graphics software to work with, that limitation is not so limiting![/color]  :D

Undoubtedly. I just wasn't expecting to like the first submission as much as I do. If there aren't any other submissions, I would be perfectly fine with this one.

101
Hardware / Re: OpenGL ddk
« on: 2011.02.12, 00:50:14 »
Four people, in addition to myself, should be enough to adequately judge submissions. So, I'm looking for submitters & judges, any takers?
I'll be happy to be one of the judgers. I'm no expert but I like graphics.

Sounds good to me! Ok, so far I have one additional judge & one submittion. Is there anyone who wouldn't mind temorarily hosting the logos for everyone's viewing pleasure while the contest is up & running? I plan to keep this contest going until the 4th of March. Afterwards, the judges will decide which logo has won. If there are no other submissions, then the current submission will win by default. Though, it's really not a bad logo. It's nice & simple.

102
Hardware / Re: OpenGL ddk
« on: 2011.02.11, 19:51:31 »
Hm, my fault - I submitted it to Adrian, didn't realize it was covered by whichever license. I'll notify him it has to be changed.

Sorry,

Joachim

Well, to be honest, I'm glad you did it. It's jolted me into speaking up on needing a logo. I first wanted to make sure that there was interest in the project, before calling for a logo. However, eventually, most of my time on GL/2 ended up being spent on coding & researching, so it kinda got prioritized out of the forefront. You taking the initiative has reminded me that one's needed & to ask for help. Afterall, coding is just one aspect of the project, so you don't have to be a coder in order to help me! :)

103
Hardware / Re: OpenGL ddk
« on: 2011.02.11, 17:00:08 »
If there're any graphic design specialist out there, I need your help. I just noticed that the OpenGL logo is on the GL/2 page. It must be taken down, since neither myself or anyone else have an OpenGL commercial license. Without the commercial license, we are not allowed to use the OpenGL branding. Which means that this is a great time to start accepting submissions for a GL/2 logo. Keep in mind that if you contribute this logo, you're in fact donating your logo to this project. You will receive full credit for you're work, however, your work will belong to the GL/2 project upon acceptance. So, any takers? Also, I'm looking for a few users to help me judge. Four people, in addition to myself, should be enough to adequately judge submissions. So, I'm looking for submitters & judges, any takers?

104
Hardware / Re: OpenGL ddk
« on: 2011.02.08, 19:40:26 »
Well, I guess it's time for another update. I'll admit, I've mostly been sitting at home on my ass since leaving the army. I guess this little break is going to have to do until I can actually take a real vacation. But still, I've got a few thing done on GL/2.

I think I've done a decent job of figuring out which commands can be used in display lists, grouping them up based on functionality, & encoding them in a way that will provide a fair amount of code reuse, allowing me to side step lots of coding &  simplify some of the function implementation into cuts & pastes. There's still quite a bit of work left to do on the actual API, but I've actually knocked out more of it than I thought I would. I'm kinda dragging my feet on it, but sooner or later I'll have to start working on the datatype conversions between all types signed & unsigned to & from floats and doubles. I hope I can find a great conversion system, this needs to be as accurate as possible. Along with the API, I still have to finish working on pipeline management & the actual internal rendering pipeline. I'm also trying to mesh together a driver layer that can be plugged into the GRADD system through the extensions mechanism. Most of the code that I've been working on has been committed to the repo; so, if you think you have some ideas about the driver layer or you have GRADD experience, please, hit me up so we can collaborate. Also, I'm far from a coding God & I haven't tried to build this pipeline yet (I haven't even setup an Open Watcom project for it), so take a look at the code & keep me on track.

I've also been slacking on AL/2 & AGPGART. I'm not sure what it is, but I just can't seem to get a good boiler plate driver up for plugging in AGPGART. I'll keep at it & figure out something, because I'm going to need to be able to communicate with AGPGART when I start work on the memory management portion of GL/2. As for AL/2, it's mainly been a matter of not having time to research OS/2's multimedia API's properly. The great thing about Chris Robinson's OpenAL Soft is that there's really not much needed in order to port it to a new system. It'll need a driver file added that interfaces OpenAL Soft to OS/2's multimedia subsystem & a few additions to parts of the code just to let the library know that there's a new driver included, that's it. I'm slowly dragging myself up outta my slouch, so my productivity will start to kick up again. More later!

Comments, concerns, gripes, or complaints?

105
Hardware / Re: OpenGL ddk
« on: 2011.01.31, 10:08:04 »
Well, so far the tally's pretty much split evenly with 3 for precision, 3 for speed, & 6 for a mixture of both (which really doesn't apply in the matter of the reason I was asking). So, I decided to go with precision & hope that faster processors help to offset the speed difference. Slower processors are just out of luck. Renderable data will be implemented as 64-bit floating point values.

In other news, I now have a pretty good layout for the pipeline. I'm not sure if I can accurately describe it in words without pictures & diagrams, but I'll try:

Functions that directly change the context will do so immediately. Colors, vertices, normals & things of that nature will be contained in the GL's context until it's time for processing. Processing won't begin until GLEnd() is called. At that point, the context & all of it's gathered data will be sent through the pipeline. All the pipeline does is render the graphics as specified by the data within the context. the only 3D functionality exported by the hardware driver is the entrance to the pipeline function. If there's no hardware pipeline function attached, the pipeline will use it's internal software pipeline.

That's all for now. If there's anyone here with 3D experience & a few comments, tips, or anything helpful to share, now's the time to speak up! :)

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