[Soc-2012-dev] Viewport FX - Weekly Report 10-11
Jason Wilkins
jason.a.wilkins at gmail.com
Fri Aug 3 23:56:41 CEST 2012
Week 10
(This is last weeks report. I started to draft it but somehow ended
up not sending it)
Spent a large part of the week experimenting with different approaches
to unifying the immediate mode and VBO paths for drawing meshes. I
got into a "Turing Tar Pit" when I decided it would be really cool to
unify all of the different drawing modes into a single path. Decided
it was probably too late in the summer to go down that road and
shelved that line of work until later this year. I decided to go with
a less ambitious rewrite.
Week 11
Besides some simple work wrapping up OpenGL lighting state functions,
I have been putting into place the ability to override OpenGL state at
various named points. The idea is very simple but powerful, put a
gpuDoodleBegin/gpuDoodleEnd pair around each "doodle", (which is just
a set of drawing commands that outputs some recognizable part of the
image), and these functions have the option of modifying the graphics
state. For my limited purposes this summer I really just want to be
able to redirect drawing to different frame buffers. But in the
future it could be expanded into a general framework for changing
various aspects of OpenGL's state. That word "aspect" is important
because this is similar to adding an aspect-oriented programming model
to OpenGL.
In fact it just occurred to me that people might prefer the word
"aspect" to "doodle" which was just a cute word I was using until I
came up with something better :-)
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