Poll

Which is more important to you for OpenGL?

High precision rendering
4 (19%)
Sacrificing precision for render speed
6 (28.6%)
A balance between the two (IF possible)
11 (52.4%)

Total Members Voted: 0

Author Topic: OpenGL ddk  (Read 65352 times)

Vincenzo

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Re: OpenGL ddk
« Reply #165 on: 2011.02.26, 23:38:24 »
Hello Demetriuos, thank you for your explanations, now i have understand the difference about IBM OpenGL and GL/2. I will stay tuned, because i'm very interesting about how to write a GL/2 driver.

Vincenzo

demetrioussharpe

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Re: OpenGL ddk
« Reply #166 on: 2011.02.28, 01:19:16 »
After evaluating the codebase, I can find no actual ATi R200 driver implementation, the folder that was supposed to contain it is actually empty. Also, while looking at the GL glue API's, I found code for OS/2 versions of GLX & WGL. What I did not find, however, was an implementation of PGL. I can understand wanting to bring over these APIs from other OSes for compatibility reasons, but it really seems like everyone wants to abandon the original OS/2 APIs even when there's no need to. I'm all for extending our APIs & upgrading them, but we really shouldn't just abandon them when there's no real reason to do so.

I was sent an older version of WarpMesaGL which did have the ATi R200 driver beginnings. I have not had a chance to properly look through the code, but I can say that there's code there. Also, the sender has an OS/2 OpenGL readme page that may be of interest. It's located at: ftp://alter.org.ua/incoming/gl_os2.htm. By using this page, I was able to avoid a potiential bug by using a simple header fix. I will know for sure if this bug has be fixed once I start the GLUT implementation. In any case, this whole experience has been pretty pleasant & has taught me a lot. More to follow!
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

demetrioussharpe

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Re: OpenGL ddk
« Reply #167 on: 2011.03.02, 02:29:10 »
Well, March 4th is right around the corner & there haven't been any other submissions. Looks like we might be able to forgo any actual judging. I think we might have our logo!
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

demetrioussharpe

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Re: OpenGL ddk
« Reply #168 on: 2011.03.02, 02:35:30 »
Looks like we no longer need the poll. Back when the polls were even, I decided to mostly use 64-bit floating point precision for values that could be submitted as one of multiple types. They're now converted to the correct value for their respective types. Thanks to all who've taken the time to vote in the poll & thanks for setting up the poll!
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

demetrioussharpe

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Re: OpenGL ddk
« Reply #169 on: 2011.03.06, 04:00:09 »
Ok, it's the 5th of March & we have no other submissions, so I'll email Joachim the new image for the GL/2 page.
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

Ben

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Re: OpenGL ddk
« Reply #170 on: 2011.03.19, 17:32:31 »
Any headway with OpenGL/2?

I haven't heard anything in a while so I was wondering...



demetrioussharpe

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Re: OpenGL ddk
« Reply #171 on: 2011.03.19, 20:48:34 »
Any headway with OpenGL/2?

I haven't heard anything in a while so I was wondering...




Still working on the memory management layer. Taking a break this wk, though, in celebration of my birthday.  Don't worry, the project is still ongoing.
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

Ben

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Re: OpenGL ddk
« Reply #172 on: 2011.03.20, 13:57:04 »
Still working on the memory management layer.

*nods*


Still working on the memory management layer. Taking a break this wk, though, in celebration of my birthday.  Don't worry, the project is still ongoing.

Ah!

Well, here's wishing you a very Happy Birthday celebration!


 :D

demetrioussharpe

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Re: OpenGL ddk
« Reply #173 on: 2011.03.20, 15:34:58 »
Still working on the memory management layer.

*nods*


Still working on the memory management layer. Taking a break this wk, though, in celebration of my birthday.  Don't worry, the project is still ongoing.

Ah!

Well, here's wishing you a very Happy Birthday celebration!


 :D


Thanks! We're driving back from Dallas within the next couple of hours. After we pick up the kids, things will get back to normal.
« Last Edit: 2011.03.23, 17:03:04 by demetrioussharpe »
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

demetrioussharpe

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Re: OpenGL ddk
« Reply #174 on: 2011.04.01, 15:36:16 »
It seems as though I've accidentally wrote a few lines of code that render in a similar fashion to how Direct3D renders. Instead of deleting the code, I've decided to pursue it a little. Since GL/2 has an architecture that's mildly modular, I should be able to add D3D support without disrupting the rest of the framework & with using the same hardware drivers. More to follow!
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

Joachim

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Re: OpenGL ddk
« Reply #175 on: 2011.04.01, 18:30:52 »
It seems as though I've accidentally wrote a few lines of code that render in a similar fashion to how Direct3D renders. Instead of deleting the code, I've decided to pursue it a little. Since GL/2 has an architecture that's mildly modular, I should be able to add D3D support without disrupting the rest of the framework & with using the same hardware drivers. More to follow!

Wow, that's accidentally very cool!

Joachim

Ben

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Re: OpenGL ddk
« Reply #176 on: 2011.04.01, 20:49:50 »
Wow, that's accidentally very cool!

Joachim

Yeah!

I second that...

... highly unexpected! :o

I thought such a task would be overly complex and thus, not doable save... where a team would be involved.


demetrioussharpe

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Re: OpenGL ddk
« Reply #177 on: 2011.04.02, 03:58:31 »
Sorry mates, mind the date! lol
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

demetrioussharpe

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Re: OpenGL ddk
« Reply #178 on: 2011.04.02, 04:01:27 »
Sorry mates, mind the date! lol

I know, I was wrong! But it was too easy of an April Fool's joke, I couldn't resist! All isn't lost though, gents. The way my code is structured does give way to adding a D3D style rendering subsystem. It did happen kind of accidentally, but there's no such D3D rendering code in place. I just wanted to clear that up before April Fool's day ended (in my time zone!).
The difference between what COULD be achieved & what IS achieved
is directly relational to what you COULD be doing & what you ARE doing!

abwillis

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Re: OpenGL ddk
« Reply #179 on: 2011.04.02, 04:28:01 »
You should consider porting GL/2 to REXX/OS.
http://rexxos.netlabs.org/en/site/index.xml