From: Jason M. <ko...@gm...> - 2008-08-25 18:55:04
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I agree that extension loading should be a separate operation from window creation/management. And yes, I'm still working on it, but it'll take some time. I'll probably have something to check in by the end of this weekend. Granted, it won't be 3.0 compatible, but we'll get there once the new .spec files come online. On Mon, Aug 25, 2008 at 11:31 AM, Henri Häkkinen <hen...@gm...> wrote: > > > On Mon, Aug 25, 2008 at 9:10 PM, Mars_999 <ma...@si...> wrote: >> >> I am going to throw this out there, since you are going to ask the author >> to modify the GLFW api to work with glSDK, could we just roll the extension >> loader into that version? I am assuming GLE is the extension loader? Instead >> of having so many different sections to the SDK? Or are we trying to keep >> the SDK more modular. >> > > It was just a thought. > > At the moment, we are not concerned with the windowlib yet (me and branan > are the only active developers yet and we have our hands full, I think > Korval may be working on GLE but we haven't heard from it in some days). I > think it would be a better idea to separate the GLE (our proposed extlib) > and GLW (our proposed windowlib), but the GLW may directly call GLE. This > allows the possibility to use GLE as a separate library also. Things are > open for debate... > >> >> ----- Original Message ----- >> From: Henri Häkkinen >> To: gls...@li... >> Sent: Monday, August 25, 2008 12:45 PM >> Subject: Re: [Glsdk-devel] util. lib brainstorming >> I had an idea that we could fork from GLFW, strip it to the minium needs >> of the SDK and maybe tweak the API a bit to make it more streamlined into >> our style. This would have the following benefits: >> >> - we have our own windowing layer that we can control, yet don't need to >> implement it from scratch >> - we don't depend on external dependencies >> >> We could also ask from the author of GLFW, if s/he would like to join our >> SDK project as the maintainer-developer of the GLFW-fork. >> >> The windowlib is not yet the topic but we should give this possibility a >> serious thought. >> >> >> On Mon, Aug 25, 2008 at 6:29 PM, Henri Häkkinen <hen...@gm...> >> wrote: >>> >>> GLFW/GLUT is the thing we should use if they can get a OpenGL3 support >>> and our extlib can tap into it. >>> >>> On Mon, Aug 25, 2008 at 11:32 AM, Stefanos A. <sta...@gm...> >>> wrote: >>>> >>>> On Sun, 2008-08-24 at 21:36 +0300, =?ISO-8859-1?Q? Henri_H=E4kkinen _ >>>> wrote: >>>> > I think having a simple menu bar would also be beneficial for the >>>> > demos, as you could change some of the demo parameters from that >>>> > interface. Such as, back face culling, front face winding etc. This is >>>> > open for a debate. >>>> > >>>> > On Sun, Aug 24, 2008 at 9:22 PM, Jason McKesson <ko...@gm...> >>>> > wrote: >>>> > Henri Häkkinen wrote: >>>> > > - windowing system abstraction? Candidates; GLUT and GLFW. >>>> > we could >>>> > > also choose to implement our own windowlib that woudl >>>> > integrate into >>>> > > our GLE. This library would have features for opening >>>> > windows, >>>> > > creating simple menu bars, input processing etc. >>>> > >>>> > Creating a window with an OpenGL context is the limit of what >>>> > we should >>>> > provide. >>>> > >>>> > Now, that being said, there is something to be said for being >>>> > able to >>>> > handle input to some degree. This is mostly for examples and >>>> > demos, so >>>> > it can wait. >>>> >>>> When you implement all this, you are basically left with a less >>>> portable, buggier(*) version of GLFW/GLUT. There's really no good reason to >>>> avoid GLFW - it follows the GL naming conventions, is lightweight, simple >>>> and to the point: >>>> >>>> glfwInit(); >>>> /* w h r g b a d s GLFW_WINDOW */ >>>> glfwOpenWindow(640, 480, 8, 8, 8, 8, 16, 0, GLFW_FULLSCREEN); >>>> >>>> while (glfwGetKey() != GLFW_KEY_ESC) /* Callbacks supported too */ >>>> glfwSleep(0.01); >>>> >>>> glfwTerminate(); >>>> >>>> Which covers everything the sdk samples are going to need. >>>> >>>> (*) Just look at the source code of GLFW. They work around several >>>> win32/x11/osx bugs so that the library works the same everywhere. >>>> Speaking from experience, this is no easy feat. >>>> >>>> >>>> >>>> ------------------------------------------------------------------------- >>>> 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 >>> >> >> >> >> -- >> 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 > > |