From: H. H. <hen...@gm...> - 2008-08-26 15:53:46
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Maybe. There is no need to have them opengl_ prefix and the functions should be declared static. On Tue, Aug 26, 2008 at 5:49 PM, Branan Riley <br...@gm...> wrote: > As far as code structure goes, I was thinking something like this for > tutorials: > > void opengl_init() > { > } > > void opengl_draw() > { > } > > void opengl_deinit() > { > } > > int main(int argc, char** argv) > { > // GLFW init stuff > opengl_init(); > while(running) > { > // Check for events > opengl_draw(); > } > opengl_deinit(); > } > > > It's simple, and it's easy to get started on tutorial content before > our basecode is written - as long as you have the three core > functions, you can port it to our basecode easily. > > Branan > > On Tue, Aug 26, 2008 at 7:05 AM, Henri Häkkinen <hen...@gm...> > wrote: > > Okay we will need to discuss about the actual tutorial content at some > > point. I consider that we would need 'samples' and 'tutorials'. Samples > are > > complete demos with comments. Tutorials would be documents, explaining > one > > concept with source code snippets scattered around. We should focus on > the > > tutorials. > > > > For the initial SDK release I think we should include stuff for beginner > > level. That is, stuff of basic workings of OpenGL3. The use of VBOs, > vertex > > arrays, shaders, FBOs, matrices... There should also be sections for > > different operating systems about basic context creation, maybe. Tutorial > > focus should be about explaining basics and why something is done in some > > way. Beginners may be puzzled about the complexities of OpenGL3 context > > creation or the matrix layout of OpenGL. These things and many more needs > to > > be explained. > > > > Also we may want to distinguish what goes into tutorials and what goes > into > > programming guide. Should we have programming guide? Any ideas what kind > of > > guide that should be? > > > > Other issues: > > > > 1. What is the basic tutorial structure? Every tutorial should follow > some > > coherent structure. > > > > 2. What will the actual tutorials be? Titles... > > > > 3. What coding convention are we going to use for the source code > snippets? > > I propose we use GNU-like style, as we have been using it for the > baselibs. > > Like this, > > > > void > > some_func (int a, int b) > > { > > // 2 space for tabs > > int x; > > for (x = 0; x < 10; ++x) > > { > > } > > } > > > > If somebody does not want to write tutorials in our convention, that is > > cool, we may do the conversion once you submit the tutorial for us. (the > > tutorials don't actually have to be written yet) > > > > Once we get these things decided upon, a sort of tutorial convention > > document should be made (nothing fancy, just outlining the general > style). > > > > -- > > 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 |