SeamLess3D with OpenGL and SDL

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Dear thyme, I'm outsourcing a port of SeamLess3D to OpenGL, SDL and SDL_Net.
This will make me pay eur 80/week for almost 20 weeks.
I hope this is interesting for you, and please, if you're already intentioned to do the same, please tell me before tomorrow, as I could save money.

Powerful - 2017-09-01 16:45:53

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Dear Powerful, I have had no experience using SDL but I am interested. I prefer the permissive Zlib licence SDL is under to QTs GPL however I don't think you should spend 80 euros a week for 20 weeks just to port seamless, that sounds like a lot of money just to get hold of a few simple examples that do a few low level tasks. Because most of seamless's code does not use function calls that are specific to an operating system, all we need is some simple working examples of plotting pixels working harmoniously with meshes rendered with OpenGL ES that compile and link for Linux and Android and we are away.
A solution using OpenGL ES alone, would be to use textured triangles for the GUI. This would be guaranteed to work but I am not sure how good the quality will be. Ideally I want to keep the pixels exactly the same on the screen as they are in the texture. Keeping the pixel dimensions the same as the rendered rectangles would help but I fear some blending will occur. If the buttons and text are kept big enough this might not be notifiable but small buttons might be essential for an android but is what I want to try first using QT, a better solution if needed can be found later.

thyme - 2017-09-02 01:14:45 in reply to Powerful 2017-09-01 16:45:53

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Thanks for your feedback.
Indeed, that's what I meant. I guessed 80 euros/week for 80 week would have been too much.
SDL has several GUIs to choose from and it support OpenGL, plus it's compatible with android and ios.
As i said, it also provide audio output, and a network library.
This to explain:
Win32 API for GUI->SDL any gui
DirectX audio->SDL audio
DirectPlay->SDL_net
Direct3D->OpenGL
All of the above -> Windows, Linux, Mac, Android, iOS.

Note whatever GUI for SDL would keep pixels 1:1 with your texture.

Powerful - 2017-09-02 01:28:47 in reply to thyme 2017-09-02 01:14:45

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Have you compiled any SDL examples yet?

In the Qt OpenGL examples, I have noticed some of the examples seem to be plotting pixels directly to the screen, so hopefully OpenGL ES offers a clean way to port Seamless3d's native gui to other OSs same as SDL.

SDL sounds good so far, I hope it will be less challenging than Qt to get it to work on an android but until I have had some experience compiling SDL, I am in the dark.

So far I have only been able to take a quick glance at it. I noticed on a youtube tutorial on SDL, Visual Studio was being used which would make the process of porting much easier for me, as I am much more experienced working in Visual Studio than in Qt. However Qt is good in offering the same IDE to work with whether you are working in Linux or Windows.

thyme - 2017-09-09 15:40:33 in reply to Powerful 2017-09-02 01:28:47

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I finally tried compiling a simple examples of SDL 2 and managed to plot 2 pixels using a C pointer.
I had to download the lib files of course but it was all very straight forward setting everything up D Smile
I had no problems getting it to compile using Visual Studio 2010 and my recently installed Visual Studio 2017
I am very happy too that there were no problems getting it to compile a 64 bit program.
I am now experimenting with compiling simple examples of OpenGL with GLSL scripts using Visual Studio.

thyme - 2017-09-10 21:48:12 in reply to Powerful 2017-09-02 01:28:47

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I'm very glad to hear this. Now the only remaining issue is about using OpenGL and GLSL instead of DirectX.
Keep up the great work!

Powerful - 2017-09-10 21:50:44 in reply to thyme 2017-09-10 21:48:12

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