Just too many issues using it. Switching to netbeans
The following issue is fixed:
• resource loader is not complete [EASY]
up till this point, all planned issues are refactored.
Planning to release 1.0 alpha by August 31. All major functionalities will present by the 1.0 alpha
one more issue fixed
• alg containers are having problems ==> fix coding style; be clear what should the data location be; implements linked list [PROPER EVALUATION]
two more issues are solving
• lacking threading and pooled memory API [INTERMEDIATE]
• too many compiler warnings ==> fix along with the above issues; change compiler flags to "treat warning as error" after to avoid future recurrence.
They will be tested in a moment.
2014-03-07 - Implemented the wireframe rasterizers and triangle clipper works correctly
So far, small test cases are not sufficient to prove the validity of the code.
• Fixing the data flow in order to load in triangle meshes from file
• Keyboard/mouse input are quite important.
But it would've been too much, I have to fix quite a lot of infrastructural facilities first. The problems I've observed so far are:
• renderer interface in the kernel doesn't sound quite integrated ==> fix this first [EASY]
• alg containers are having problems ==> fix coding style; be clear what should the data location be; implements linked list [PROPER EVALUATION]
• geometric representation does not share with other modules properly ==> thinking of moving some part of geometric control interfaces to the kernel; And create a new type of local geometric representation inside the renderer [MESSY]
• resource loader is not complete [EASY]
• lacking threading and pooled memory API [INTERMEDIATE]
• too many compiler warnings ==> fix along with the above issues; change compiler flags to "treat warning as error" after to avoid future recurrence.
These issues have to be fix as soon as possible since there are too many hacks in the current code base.... read more
So far, small test cases are not sufficient to prove the validity of the code.
• Fixing the data flow in order to load in triangle meshes from file
• Keyboard/mouse input are quite important.
But it would've been too much, I have to fix quite a lot of infrastructural facilities first. The problems I've observed so far are:
• renderer interface in the kernel doesn't sound quite integrated ==> fix this first [EASY]
• alg containers are having problems ==> fix coding style; be clear what should the data location be; implements linked list [PROPER EVALUATION]
• geometric representation does not share with other modules properly ==> thinking of moving some part of geometric control interfaces to the kernel; And create a new type of local geometric representation inside the renderer [MESSY]
• resource loader is not complete [EASY]
• lacking threading and pooled memory API [INTERMEDIATE]
• too many compiler warnings ==> fix along with the above issues; change compiler flags to "treat warning as error" after to avoid future recurrence.
These issues have to be fix very soon since there are too many hacks in the current code base.
The first prealpha will be released on 2014 Febuary 17th.
While I am not quite familiar with Gtk OpenGL extension, I would use Cairo surface with some Gtk functions to display image for the time being. And I decide not to change the mechanism in the near future, but it should be replaced by OpenGL surface after most of the core rendering function done.
Gtk with Cairo works OK for now despite the considerable delay because of the waiting of Gtk expose event. The rendering function is now running in a separated thread from the main thread where the GUI is run. ... read more
What must appear ?
Path tracer
Basic simulation of graphics pipeline
Supporting both OBJ and PBRT file format
Supporting TGA, EXR image format
BHV, Kd-tree, Grid spatial scene managment
What may appear ?
Some(one or two) of the advanced shaders
Some of the offline rendering system
X3d Render Library 1.x (All branches) proposed features
Scene management
Dynamic level of details system
Octree (Spatial)
Bounding Volume Hierachies (Object-based split)
Kd-tree
Grid Spatial
Real-time scan-line based rendering
Height-map-based terrain
Overall graphics pipeline simulation
Several advanced shaders (CSM + PSSM, SSAO, Per-pixel lightning, Parallex Mapping, HDR effect etc.)
Deferred pipeline... read more