From: v71 <mj...@ti...> - 2008-08-29 20:46:45
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rotation concatenation void RotGl( float yaw,float pitch,float roll ,float tx,float ty,float tz) { float cosx,cosy,cosz; float sinx,siny,sinz; sinx=sin( yaw ); siny=sin( pitch ); sinz=sin( roll ); cosx=cos( yaw ); cosy=cos( pitch ); cosz=cos( roll ); m[ 0]= cosy*cosz; m[ 4]= cosy*sinz; m[ 8]=-siny; m[ 12]= tx; m[ 1]= sinx*siny*cosz-cosx*sinz; m[ 5]= sinx*siny*sinz+cosx*cosz; m[ 9]= sinx*cosy; m[ 13]= ty; m[ 2]= cosx*siny*cosz+sinx*sinz; m[ 6]= cosx*siny*sinz-sinx*cosz; m[ 10]= cosx*cosy; m[ 14]= tz; m[ 3]= 0.0f; m[ 7]= 0.0f; m[ 11]= 0.0f; m[ 15]= 1.0f; } ----- Original Message ----- From: <gls...@li...> To: <gls...@li...> Sent: Friday, August 29, 2008 10:40 PM Subject: Glsdk-devel Digest, Vol 1, Issue 53 > Send Glsdk-devel mailing list submissions to > gls...@li... > > To subscribe or unsubscribe via the World Wide Web, visit > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > or, via email, send a message with subject or body 'help' to > gls...@li... > > You can reach the person managing the list at > gls...@li... > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of Glsdk-devel digest..." > > > Today's Topics: > > 1. Re: Documentation (Jason McKesson) > 2. Re: [GLM] development roadmap ( Henri H?kkinen ) > 3. Re: checking in (Jason McKesson) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Fri, 29 Aug 2008 12:32:39 -0700 > From: "Jason McKesson" <ko...@gm...> > Subject: Re: [Glsdk-devel] Documentation > To: gls...@li... > Message-ID: > <11a...@ma...> > Content-Type: text/plain; charset=ISO-8859-1 > > On Fri, Aug 29, 2008 at 11:19 AM, Branan Riley <br...@gm...> wrote: >> In most linux distributions, there are already tools that convert >> docbook to other formats - for example, the docbook-utils package has >> several commands that read docbook files and output PDF, html, man >> pages, even RTF. >> >> If there is a set of tools like this that is available cross-platform, >> we don't have to worry about writing any java/c/python/whatever code >> to handle docbook files - we just tell people that want to build the >> docs themselves what they need to download. >> >> If we just want to convert docbook to HTML or another XML format, a >> home-grown XSLT-based solution is probably fine. If we want to be able >> to make other formats, an already-written tool is probably better. >> >> Branan > > Windows does not come with a set of DocBook tools. I can't speak to > MacOSX. > > But my other point still stands: we should not be relying on the user > to build their own documentation. Or, more specifically, the user > should not need to "build" documentation if they want it. Our > distribution should contain documentation in the final forms, not just > DocBook. With the exception of man pages, the final documentation is > all platform-neutral. > > I know that's the *NIX thing to do, having a special build to make > documentation, but it's very much not standard procedure on other > platforms. > > As for the tools themselves, DocBook XSL is the standard, which > produces reasonably decent documentation. > > > > ------------------------------ > > Message: 2 > Date: Fri, 29 Aug 2008 23:00:25 +0300 > From: " Henri H?kkinen " <hen...@gm...> > Subject: Re: [Glsdk-devel] [GLM] development roadmap > To: gls...@li... > Message-ID: > <fb6...@ma...> > Content-Type: text/plain; charset="utf-8" > > 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 H?kkinen <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' H?kkinen >> > >> > >> > ------------------------------------------------------------------------- >> > 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' H?kkinen > -------------- next part -------------- > An HTML attachment was scrubbed... > > ------------------------------ > > Message: 3 > Date: Fri, 29 Aug 2008 13:40:40 -0700 > From: "Jason McKesson" <ko...@gm...> > Subject: Re: [Glsdk-devel] checking in > To: gls...@li... > Message-ID: > <11a...@ma...> > Content-Type: text/plain; charset="iso-8859-1" > > I like this. It puts into contrast what separates tutorials from examples > from demos. > > A *demo *is just a program with documentation that shows how to do > something. The code itself may not be well formatted, but you can learn > some > effect by reading the demo's docs. > > An *example *is a well-documented program. That is, the documentation > actually walks you, step-by-step, through the relevant parts of code. > Examples can often skip initialization or so forth, but they need to > explain > in detail the code relevant to the purpose of the example. > > A *tutorial *is a teaching aid. It is important for tutorials to have a > sequence (one tutorial teaches things that are used in the next), and it > is > important for them to engage the reader. The code listing for the tutorial > isn't nearly as important as how the tutorial itself is written. And as > you > point out, a tutorial doesn't even need to have a functional codelist; it > exists to help the reader learn the concepts involved. > > This tells me that tutorials need to be something we do "in-house," rather > than commissioning people to provide them. Or, at the very least, we > should > provide the actual subject for each tutorial. A certain standard level of > quality needs to exist for them, and it will take concerted effort to > maintain that level of quality. > > As for the "stops on the road", the main problem is the dramatic jump > between "I've got a GL window" and "render something". It requires > introducing VBOs and shaders. The VBO stuff is fairly simple; it's much > like > a form of malloc. The problem comes with shaders, which are incredibly > complicated. I suppose in a tutorial, you can just handwave it as "magical > setup work that we'll detail later," but I'd be at least a little > concerned > about how that would read to a user. > > To expand on your list a bit: > > - How do I have a camera independent of the transform for the object? > - Requires multiple objects > - Introduces multiple sequential transforms > - Concatenates them into one matrix for ease-of-use > > - How do I map textures? > - Introduces passing of texture coordinates > - Introduces texture mapping fragment operations > > - How do I introduce lighting? > - Needs to be after the camera one. > - Start with directional lights and a semi-complicated object (sphere). > - Introduce normals and the diffuse lighting equation > - Do per-vertex lighting, passing a color value. > - Deal with normal transforms as separate from position transforms. > - Interactions with textures. > > - What about better lighting? > - Introduce a specular term. > - Use it per-vertex. Show why this is bad. > - Move to per-fragment lighting. > - Different interactions with textures. > > > On Fri, Aug 29, 2008 at 9:41 AM, Rob Barris <rb...@bl...> wrote: >> >> Hello Henri , yep I'm still here.. >> >> I think the #1 goal has to be "walk developers step by step >> through >> use of the API". I think to keep focus that we may need to set some >> explicit *non*-goals for a period of time, and here are a few I would >> suggest, since they don't help teach the API. >> >> a) SIMD optimization for the math lib. <- fun, but off course. >> b) anything that would tip the balance towards "web site authoring >> and maint" and away from making code. >> c) 3D geometry/math tutorials - we can link to any number of >> books/ >> sites for this stuff >> d) anything else that consumes calendar time at the expense of >> demo >> code. >> >> One class of example that might be interesting would be a Rosetta >> stone, where several ways to accomplish the same goal are shown. For >> example, simplest thing I can think of, a tumbling triangle. You can >> do it with all the math on the CPU and push finished verts to the >> GPU. You can then say "maybe I should do the rotation in the shader" >> and demonstrate how to hoist code from CPU to GPU and have it run in >> the shader. You could show one version where we compute the rotation >> matrix on the CPU and pass that as a uniform to be used trivially in >> the shader, then you could do one where (just for kicks) we pass Euler >> angles as uniforms and let the shader generate the matrix itself. We >> could do one where we pass non-Cartesian verts (azimuth/elevation and >> radius) and let the shader do polar-to-cartesian conversion. By the >> end of it you've learned a few different ways to push data from CPU to >> GPU and have it acted on. >> >> stops on the API-learning road.. please add some stops here >> >> - how do I establish a context and put it on the screen >> - make a window, init context, clear, swap >> >> - how do I put data in a buffer so GPU can see it >> - no drawing - just demonstrate the buffer API's >> - perhaps BufferData some floats into a buffer, then map >> it > and >> print the values seen >> >> - how do I draw the simplest possible triangle >> - pass-through shader for vert position >> - "write red" for pixel >> - constant verts for geometry in a VBO >> >> - how can I change the color of the triangle >> - introduce per vertex color attribute >> - vertex shader passes it through >> - alter pixel shader to read it and emit it >> >> - introduction to uniforms - communicate to shaders >> - show color change using uniform (several ways to do >> this) >> >> - how can I move the triangle >> - see above >> >> that's a lot of good tutorial steps before we even start talking >> about more than one triangle. Ideally you get to the end of this >> phase and you have an idea of how to put data in a buffer, how to lay >> out some vertex data, how to draw a triangle, and how to communicate >> on a very basic level with the shaders, and no usage of deprecated APIs. >> >> Rob >> >> >> ------------------------------------------------------------------------- >> 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 >> > -------------- next part -------------- > An HTML attachment was scrubbed... > > ------------------------------ > > ------------------------------------------------------------------------- > 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 > > > End of Glsdk-devel Digest, Vol 1, Issue 53 > ****************************************** |