From: H. H. <hen...@gm...> - 2008-08-28 17:05:32
|
The mathlib is coming well and the initial API begins to close in for a conclusion. There are only some issues left in the current implementation which I want to address before I can say I am completely happy with it. The gmMatLookAt4f function seems not to create correct kind of results and glmMatInverse2f/3f needs some attention as the implementations lacks trivial optimizations. After these issues are resolved and API documentation written, I think we should release a sort of alpha so that people could experiment with it. My roadmap for the GLM development is the following: v0.1: The initial API fully implemented, tested and documented in API reference manual. v0.2: Updated API from the feedback of the community. v0.5: Additional functionality included; colors, quaternions, planes, matrix stacks (?) .... ... v1.0: The API fully implemented, tweaked, updated and tested along with written programming guide, API reference and samples. v2.0: SIMD optimization? I would also like to begin to write the API reference. We should think about it's layout. I think it's best to adopt GL-like documentation style in which functions can be documented together, something like: type glmVecLength{234f} (GLMvec *v) I hope that somebody with DocBook capabilities could either write me some boilerplate or instruct me how to write with it. -- Henri 'henux' Häkkinen |
From: Andrew G. <and...@gm...> - 2008-08-28 19:43:52
|
After v0.2 I'd suggest focusing on other parts of the until features of v0.5 are required. We have yet to have any GL code checked in, much less actually discussed aside from a quick tutorial list. Already there are people starting with GL3.0 ( http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=244952#Post244952) which has no requirement for a math library or a shape library. On Thu, Aug 28, 2008 at 1:05 PM, Henri Häkkinen <hen...@gm...> wrote: > The mathlib is coming well and the initial API begins to close in for a > conclusion. There are only some issues left in the current implementation > which I want to address before I can say I am completely happy with it. The > gmMatLookAt4f function seems not to create correct kind of results and > glmMatInverse2f/3f needs some attention as the implementations lacks trivial > optimizations. After these issues are resolved and API documentation > written, I think we should release a sort of alpha so that people could > experiment with it. > > My roadmap for the GLM development is the following: > > v0.1: The initial API fully implemented, tested and documented in API > reference manual. > v0.2: Updated API from the feedback of the community. > v0.5: Additional functionality included; colors, quaternions, planes, > matrix stacks (?) .... > ... > v1.0: The API fully implemented, tweaked, updated and tested along with > written programming guide, API reference and samples. > > v2.0: SIMD optimization? > > I would also like to begin to write the API reference. We should think > about it's layout. I think it's best to adopt GL-like documentation style in > which functions can be documented together, something like: > > type glmVecLength{234f} (GLMvec *v) > > > > I hope that somebody with DocBook capabilities could either write me some > boilerplate or instruct me how to write with it. > > -- > Henri 'henux' Häkkinen > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > |
From: Branan R. <br...@gm...> - 2008-08-28 19:54:19
|
Actually, GL3 does need a math library - it lacks fixed-function matrices, so we need to provide that. Branan On Thu, Aug 28, 2008 at 12:43 PM, Andrew Gajda <and...@gm...> wrote: > After v0.2 I'd suggest focusing on other parts of the until features of v0.5 > are required. > > We have yet to have any GL code checked in, much less actually discussed > aside from a quick tutorial list. Already there are people starting with > GL3.0 > (http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=244952#Post244952) > which has no requirement for a math library or a shape library. > > On Thu, Aug 28, 2008 at 1:05 PM, Henri Häkkinen <hen...@gm...> wrote: >> >> The mathlib is coming well and the initial API begins to close in for a >> conclusion. There are only some issues left in the current implementation >> which I want to address before I can say I am completely happy with it. The >> gmMatLookAt4f function seems not to create correct kind of results and >> glmMatInverse2f/3f needs some attention as the implementations lacks trivial >> optimizations. After these issues are resolved and API documentation >> written, I think we should release a sort of alpha so that people could >> experiment with it. >> >> My roadmap for the GLM development is the following: >> >> v0.1: The initial API fully implemented, tested and documented in API >> reference manual. >> v0.2: Updated API from the feedback of the community. >> v0.5: Additional functionality included; colors, quaternions, planes, >> matrix stacks (?) .... >> ... >> v1.0: The API fully implemented, tweaked, updated and tested along with >> written programming guide, API reference and samples. >> >> v2.0: SIMD optimization? >> >> I would also like to begin to write the API reference. We should think >> about it's layout. I think it's best to adopt GL-like documentation style in >> which functions can be documented together, something like: >> >> type glmVecLength{234f} (GLMvec *v) >> >> >> >> I hope that somebody with DocBook capabilities could either write me some >> boilerplate or instruct me how to write with it. >> >> -- >> Henri 'henux' Häkkinen >> >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> Glsdk-devel mailing list >> Gls...@li... >> https://lists.sourceforge.net/lists/listinfo/glsdk-devel >> > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > |
From: Jason M. <ko...@gm...> - 2008-08-28 20:01:49
|
On Thu, Aug 28, 2008 at 12:54 PM, Branan Riley <br...@gm...> wrote: > Actually, GL3 does need a math library - it lacks fixed-function > matrices, so we need to provide that. > > Branan Those functions are deprecated, but still perfectly functional. |
From: H. H. <hen...@gm...> - 2008-08-28 20:08:13
|
Yes indeed those functions are available but we have set a design goal not to use the deprecated API. But indeed, once we have a working basic mathlib we should concentrate on other things until a mathlib update is needed. Unfortunately, I don't have a GL3 class graphics hardware available, so I myself am not able to write GL3 tutorials. I could help other people who are interested in writing the tutorials, and I could perhaps write the programming guide and be a general editor for the SDK, or help Branan with the shapelib. I am sure there are things to do. On Thu, Aug 28, 2008 at 11:01 PM, Jason McKesson <ko...@gm...> wrote: > On Thu, Aug 28, 2008 at 12:54 PM, Branan Riley <br...@gm...> wrote: > > Actually, GL3 does need a math library - it lacks fixed-function > > matrices, so we need to provide that. > > > > Branan > > Those functions are deprecated, but still perfectly functional. > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > -- Henri 'henux' Häkkinen |
From: Andrew G. <and...@gm...> - 2008-08-28 20:16:47
|
My point was that a simple drawing a triangle demo/tutorial doesn't require a math library. And that tutorial will be the most critical as it introduces everything that follows: context setup, VBOs and shaders. Scale, translations, rotations all occur after that. |
From: H. H. <hen...@gm...> - 2008-08-28 21:30:55
|
Yes. We are open source development community and rather than giving assignments we allow people work on the things they feel comfortable. The reason why we haven't actually written tutorials is that nobody has actually showed interest yet. Hopefully we will get activity once GLFW gets GL3 update. On Thu, Aug 28, 2008 at 11:16 PM, Andrew Gajda <and...@gm...>wrote: > My point was that a simple drawing a triangle demo/tutorial doesn't require > a math library. And that tutorial will be the most critical as it > introduces everything that follows: context setup, VBOs and shaders. Scale, > translations, rotations all occur after that. > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > -- Henri 'henux' Häkkinen |
From: <gl...@mo...> - 2008-08-29 09:19:57
|
> The reason why we haven't actually written tutorials is that nobody > has actually showed interest yet. > Hopefully we will get activity once GLFW gets GL3 update. Two more reasons: -we still have no final decision if we use GLFW or not - we could assume it will support OpenGL 3.0 eventually and temporarily make examples using OpenGL 2.1 (using only what's in 3.0) -we still have no shader library (minimally it should provide one default shader) - this is a minor problem, not an obstacle Honestly if we had both I wouldn't write tutorials anyway, but I should be "back in business" at the end of the year. Right now all I have is an old laptop with Intel GPU (somewhere around GeForce 2). |
From: H. H. <hen...@gm...> - 2008-08-29 11:40:33
|
There are also other things where people could contribute to. Let me try to write a list of things to do: - a better build system, which would: * output libs into libs/ subdir and tests/ under subdir or similar * allow debug and release builds * build html, manpage etc. documentation from the DocBook files - help with Branan's shapelib - help with current mathlib issues ( http://sourceforge.net/tracker/?group_id=237607&atid=1103788) - writing the GLM API reference in DocBook format (i am currently working on this) - writing the SDK programming guide or at least designing it's contents - (low priority) someone who would collect all the decided coding conventions etc. pieces into a more coherent file - (low priority) updated and professionally looking website with a CMS On Fri, Aug 29, 2008 at 12:19 PM, <gl...@mo...> wrote: > > The reason why we haven't actually written tutorials is that nobody > > has actually showed interest yet. > > Hopefully we will get activity once GLFW gets GL3 update. > > Two more reasons: > -we still have no final decision if we use GLFW or not - we could assume > it will support OpenGL 3.0 eventually and temporarily make examples using > OpenGL 2.1 (using only what's in 3.0) > > -we still have no shader library (minimally it should provide one default > shader) - this is a minor problem, not an obstacle > > > Honestly if we had both I wouldn't write tutorials anyway, but I should be > "back in business" at the end of the year. Right now all I have is an old > laptop with Intel GPU (somewhere around GeForce 2). > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > -- Henri 'henux' Häkkinen |
From: Branan R. <br...@gm...> - 2008-08-29 14:56:59
|
I'll look at improving the CMake buildsystem a bit more. I don't necessarily know that we want to do build output to specific directories, but I can make "make install" work properly at the very least, and set the default install path to 'build/install'. Branan On Fri, Aug 29, 2008 at 4:40 AM, Henri Häkkinen <hen...@gm...> wrote: > There are also other things where people could contribute to. > > Let me try to write a list of things to do: > > - a better build system, which would: > * output libs into libs/ subdir and tests/ under subdir or similar > * allow debug and release builds > * build html, manpage etc. documentation from the DocBook files > > - help with Branan's shapelib > > - help with current mathlib issues > (http://sourceforge.net/tracker/?group_id=237607&atid=1103788) > > - writing the GLM API reference in DocBook format (i am currently working on > this) > > - writing the SDK programming guide or at least designing it's contents > > - (low priority) someone who would collect all the decided coding > conventions etc. pieces into a more coherent file > > - (low priority) updated and professionally looking website with a CMS > > > On Fri, Aug 29, 2008 at 12:19 PM, <gl...@mo...> wrote: >> >> > The reason why we haven't actually written tutorials is that nobody >> > has actually showed interest yet. >> > Hopefully we will get activity once GLFW gets GL3 update. >> >> Two more reasons: >> -we still have no final decision if we use GLFW or not - we could assume >> it will support OpenGL 3.0 eventually and temporarily make examples using >> OpenGL 2.1 (using only what's in 3.0) >> >> -we still have no shader library (minimally it should provide one default >> shader) - this is a minor problem, not an obstacle >> >> >> Honestly if we had both I wouldn't write tutorials anyway, but I should be >> "back in business" at the end of the year. Right now all I have is an old >> laptop with Intel GPU (somewhere around GeForce 2). >> >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> Glsdk-devel mailing list >> Gls...@li... >> https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > > > -- > Henri 'henux' Häkkinen > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > |
From: Branan R. <br...@gm...> - 2008-08-29 15:03:19
|
A couple more buidsystem points (this is what I get for not reading things completely before replying * Debug and release builds are already possible using -DCMAKE_BUILD_TYPE=Debug or -DCMAKE_BUILD_TYPE=Release. There's also a "RelWithDebInfo", which builds an optimized binary with debug symbols. * Building the docbook files can be done with ADD_CUSTOM_COMMAND. There may even be a CMake module to handle DocBook stuff. Branan On Fri, Aug 29, 2008 at 4:40 AM, Henri Häkkinen <hen...@gm...> wrote: > There are also other things where people could contribute to. > > Let me try to write a list of things to do: > > - a better build system, which would: > * output libs into libs/ subdir and tests/ under subdir or similar > * allow debug and release builds > * build html, manpage etc. documentation from the DocBook files > > - help with Branan's shapelib > > - help with current mathlib issues > (http://sourceforge.net/tracker/?group_id=237607&atid=1103788) > > - writing the GLM API reference in DocBook format (i am currently working on > this) > > - writing the SDK programming guide or at least designing it's contents > > - (low priority) someone who would collect all the decided coding > conventions etc. pieces into a more coherent file > > - (low priority) updated and professionally looking website with a CMS > > > On Fri, Aug 29, 2008 at 12:19 PM, <gl...@mo...> wrote: >> >> > The reason why we haven't actually written tutorials is that nobody >> > has actually showed interest yet. >> > Hopefully we will get activity once GLFW gets GL3 update. >> >> Two more reasons: >> -we still have no final decision if we use GLFW or not - we could assume >> it will support OpenGL 3.0 eventually and temporarily make examples using >> OpenGL 2.1 (using only what's in 3.0) >> >> -we still have no shader library (minimally it should provide one default >> shader) - this is a minor problem, not an obstacle >> >> >> Honestly if we had both I wouldn't write tutorials anyway, but I should be >> "back in business" at the end of the year. Right now all I have is an old >> laptop with Intel GPU (somewhere around GeForce 2). >> >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> Glsdk-devel mailing list >> Gls...@li... >> https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > > > -- > Henri 'henux' Häkkinen > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > |
From: H. H. <hen...@gm...> - 2008-08-29 20:00:16
|
I have a GLM_ERROR_TOLERANCE preproc define in my mathlib which I think should be customizable from the build system. At the moment, I just define it in 'src/glm/defs.h'. This is just something which is used internally and not publicly visible. Could you tell me of how to put this into CMake? On Fri, Aug 29, 2008 at 6:03 PM, Branan Riley <br...@gm...> wrote: > A couple more buidsystem points (this is what I get for not reading > things completely before replying > > * Debug and release builds are already possible using > -DCMAKE_BUILD_TYPE=Debug or -DCMAKE_BUILD_TYPE=Release. There's also a > "RelWithDebInfo", which builds an optimized binary with debug symbols. > > * Building the docbook files can be done with ADD_CUSTOM_COMMAND. > There may even be a CMake module to handle DocBook stuff. > > Branan > > On Fri, Aug 29, 2008 at 4:40 AM, Henri Häkkinen <hen...@gm...> > wrote: > > There are also other things where people could contribute to. > > > > Let me try to write a list of things to do: > > > > - a better build system, which would: > > * output libs into libs/ subdir and tests/ under subdir or similar > > * allow debug and release builds > > * build html, manpage etc. documentation from the DocBook files > > > > - help with Branan's shapelib > > > > - help with current mathlib issues > > (http://sourceforge.net/tracker/?group_id=237607&atid=1103788) > > > > - writing the GLM API reference in DocBook format (i am currently working > on > > this) > > > > - writing the SDK programming guide or at least designing it's contents > > > > - (low priority) someone who would collect all the decided coding > > conventions etc. pieces into a more coherent file > > > > - (low priority) updated and professionally looking website with a CMS > > > > > > On Fri, Aug 29, 2008 at 12:19 PM, <gl...@mo...> wrote: > >> > >> > The reason why we haven't actually written tutorials is that nobody > >> > has actually showed interest yet. > >> > Hopefully we will get activity once GLFW gets GL3 update. > >> > >> Two more reasons: > >> -we still have no final decision if we use GLFW or not - we could assume > >> it will support OpenGL 3.0 eventually and temporarily make examples > using > >> OpenGL 2.1 (using only what's in 3.0) > >> > >> -we still have no shader library (minimally it should provide one > default > >> shader) - this is a minor problem, not an obstacle > >> > >> > >> Honestly if we had both I wouldn't write tutorials anyway, but I should > be > >> "back in business" at the end of the year. Right now all I have is an > old > >> laptop with Intel GPU (somewhere around GeForce 2). > >> > >> > >> > ------------------------------------------------------------------------- > >> This SF.Net email is sponsored by the Moblin Your Move Developer's > >> challenge > >> Build the coolest Linux based applications with Moblin SDK & win great > >> prizes > >> Grand prize is a trip for two to an Open Source event anywhere in the > >> world > >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ > >> _______________________________________________ > >> Glsdk-devel mailing list > >> Gls...@li... > >> https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > > > > > > > -- > > Henri 'henux' Häkkinen > > > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > > Build the coolest Linux based applications with Moblin SDK & win great > > prizes > > Grand prize is a trip for two to an Open Source event anywhere in the > world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > _______________________________________________ > > Glsdk-devel mailing list > > Gls...@li... > > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > > > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > -- Henri 'henux' Häkkinen |
From: Branan R. <br...@gm...> - 2008-08-29 21:23:14
|
Since error tolerance should be standard across all of GLSDK, I'm explaining a way to do that. Ideally we should have a config.h that has these sorts of things, but that's more involved. I'll add a config.h template and instructins on how to add things to over the weekend. Add these lines to trunk/CMakeLists.txt, just above the chunk that sets -Wall: SET(GLSDK_ERROR_TOLERANCE <default value> CACHE STRING "The error tolerance for floating-point operations") ADD_DEFINITIONS(-DGLSDK_ERROR_TOLERANCE=${GLSDK_ERROR_TOLERANCE}) In your glm header file, you should have a construct like this, just in case it's used outside of our build system: #ifdef GLSDK_ERROR_TOLERANCE #define GLM_ERROR_TOLERANCE GLSDK_ERROR_TOLERANCE #else #define GLM_ERROR_TOLERANCE <default value> #endif On Fri, Aug 29, 2008 at 1:00 PM, Henri Häkkinen <hen...@gm...> wrote: > I have a GLM_ERROR_TOLERANCE preproc define in my mathlib which I think > should be customizable from the build system. At the moment, I just define > it in 'src/glm/defs.h'. This is just something which is used internally and > not publicly visible. Could you tell me of how to put this into CMake? > > On Fri, Aug 29, 2008 at 6:03 PM, Branan Riley <br...@gm...> wrote: >> >> A couple more buidsystem points (this is what I get for not reading >> things completely before replying >> >> * Debug and release builds are already possible using >> -DCMAKE_BUILD_TYPE=Debug or -DCMAKE_BUILD_TYPE=Release. There's also a >> "RelWithDebInfo", which builds an optimized binary with debug symbols. >> >> * Building the docbook files can be done with ADD_CUSTOM_COMMAND. >> There may even be a CMake module to handle DocBook stuff. >> >> Branan >> >> On Fri, Aug 29, 2008 at 4:40 AM, Henri Häkkinen <hen...@gm...> >> wrote: >> > There are also other things where people could contribute to. >> > >> > Let me try to write a list of things to do: >> > >> > - a better build system, which would: >> > * output libs into libs/ subdir and tests/ under subdir or similar >> > * allow debug and release builds >> > * build html, manpage etc. documentation from the DocBook files >> > >> > - help with Branan's shapelib >> > >> > - help with current mathlib issues >> > (http://sourceforge.net/tracker/?group_id=237607&atid=1103788) >> > >> > - writing the GLM API reference in DocBook format (i am currently >> > working on >> > this) >> > >> > - writing the SDK programming guide or at least designing it's contents >> > >> > - (low priority) someone who would collect all the decided coding >> > conventions etc. pieces into a more coherent file >> > >> > - (low priority) updated and professionally looking website with a CMS >> > >> > >> > On Fri, Aug 29, 2008 at 12:19 PM, <gl...@mo...> wrote: >> >> >> >> > The reason why we haven't actually written tutorials is that nobody >> >> > has actually showed interest yet. >> >> > Hopefully we will get activity once GLFW gets GL3 update. >> >> >> >> Two more reasons: >> >> -we still have no final decision if we use GLFW or not - we could >> >> assume >> >> it will support OpenGL 3.0 eventually and temporarily make examples >> >> using >> >> OpenGL 2.1 (using only what's in 3.0) >> >> >> >> -we still have no shader library (minimally it should provide one >> >> default >> >> shader) - this is a minor problem, not an obstacle >> >> >> >> >> >> Honestly if we had both I wouldn't write tutorials anyway, but I should >> >> be >> >> "back in business" at the end of the year. Right now all I have is an >> >> old >> >> laptop with Intel GPU (somewhere around GeForce 2). >> >> >> >> >> >> >> >> ------------------------------------------------------------------------- >> >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> >> challenge >> >> Build the coolest Linux based applications with Moblin SDK & win great >> >> prizes >> >> Grand prize is a trip for two to an Open Source event anywhere in the >> >> world >> >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> >> _______________________________________________ >> >> Glsdk-devel mailing list >> >> Gls...@li... >> >> https://lists.sourceforge.net/lists/listinfo/glsdk-devel >> > >> > >> > >> > -- >> > Henri 'henux' Häkkinen >> > >> > >> > >> > ------------------------------------------------------------------------- >> > This SF.Net email is sponsored by the Moblin Your Move Developer's >> > challenge >> > Build the coolest Linux based applications with Moblin SDK & win great >> > prizes >> > Grand prize is a trip for two to an Open Source event anywhere in the >> > world >> > http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> > _______________________________________________ >> > Glsdk-devel mailing list >> > Gls...@li... >> > https://lists.sourceforge.net/lists/listinfo/glsdk-devel >> > >> > >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> Glsdk-devel mailing list >> Gls...@li... >> https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > > > -- > Henri 'henux' Häkkinen > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > |