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  Modern OpenGL & Shaders  (Read 1859 times)
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Offline sci4me

Junior Devvie


Medals: 1



« Posted 2016-01-23 09:49:15 »

So, I think I understand how modern GL code is supposed to be written and I want to make sure I'm right.
I am supposed to manage my own matrix/matrices instead of using glXXX (glPush/PopMatrix, glTranslate, glScale, etc.).
Then, I am supposed to use a shader that takes that matrix (and whatever else is needed) to do the rendering.

Am I right so far?

So if I have to manage matrices myself, can I just write my own implementation of glPushMatrix, glPopMatrix, glTranslate, etc. myself? Is this a good idea?
Offline Catharsis

JGO Ninja


Medals: 76
Projects: 1
Exp: 21 years


TyphonRT rocks!


« Reply #1 - Posted 2016-01-23 09:58:13 »

Yes, though this has been the case for many years w/ GL at this point. You manage your own matrix stack as necessary.

Check out the TyphonRT Video Suite:
http://www.typhonvideo.com/

Founder & Principal Architect; TyphonRT, Inc.
http://www.typhonrt.org/
http://www.egrsoftware.com/
https://plus.google.com/u/0/+MichaelLeahy/
Offline sci4me

Junior Devvie


Medals: 1



« Reply #2 - Posted 2016-01-23 09:59:18 »

Alrighty, good to know.
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Offline quew8

JGO Knight


Medals: 53



« Reply #3 - Posted 2016-01-23 16:05:48 »

Also check out JOML https://github.com/JOML-CI for doing the maths. Don't use it myself but seems to be pretty popular and certainly has all the features you'll be needing. I believe it even has it's own matrix stack implementation.
Offline theagentd
« Reply #4 - Posted 2016-01-24 00:15:14 »

Big +1 for JOML. They have a perfect MatrixStackf class which has all the functions of the old OpenGL matrix stack, plus much more. It's all lightning fast too. Seriously, check that shit out.

Myomyomyo.
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