Charles, pretty amazing stuff, thanks.
I bumped up the Vertices to 72,000 and still got nice frame rates and very nice smooth rotation and scaling with the mouse!!
Dynamically generated objects - These are built in vertex arrays instead of GL lists. So they can be morphed on-the-fly.
Examples of the day can be found in O2H_TBGL.zip on the download page
To be used with the latest O2 Compiler
http://community.thinbasic.com/index.php?topic=2517.0
Charles, pretty amazing stuff, thanks.
I bumped up the Vertices to 72,000 and still got nice frame rates and very nice smooth rotation and scaling with the mouse!!
Acer Notebook: Win 10 Home 64 Bit, Core i7-4702MQ @ 2.2Ghz, 12 GB RAM, nVidia GTX 760M and Intel HD 4600
Raspberry Pi 3: Raspbian OS use for Home Samba Server and Test HTTP Server
Very nice demo Charles,
the power of o2h rises with every day
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Thank you both!
Now, I seem to have hit an obstacle - can't get access to Normal Pointers to accompany Vertex Pointers. I see that you do not include this in the gl library, Petr but trying to declare glNormalPointer does not remedy the situation so I must assume that the standard Opengl32.dll for XP does not support it.
This means providing a client side lighting system. Now there's a challenge..
Hehe,
that would be one way ( and little ghost in my mind says ... go shader only path ... go shader only path ).
But ... glNormalPointer is OpenGL 1.1 - I use it in TBGL, so there could be other problem.
Try to use this script, it shows glNormalPointer for me:
[code=thinbasic]
uses "EXE", "Console", "OS", "File"
printl OS_GetWindowsDir+"system32\OpenGL32.dll"
dim exports as string = EXE_PE_GetExportList( OS_GetWindowsDir+"system32\OpenGL32.dll", $CRLF )
printl exports
file_save("OpenGL_Exports.txt", exports)
waitkey
[/code]
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Yes I see the parameters for GLNormalPointer are less than for glVertexPointer - so my torus looks nice and solid now. And I will not be venturing down the Shader path just yet. Thank you Petr.
Charles
I cannot think of a fitting name for this object, but it is produced by warping a torus with some of the calculations.
Demo psva7 in O2H_TBGL.zip
http://community.thinbasic.com/index.php?topic=2517.0
Good looking object,
with little modifications of base torus coordinates lot of monsters can be produced
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Here the fire texture has been used to decorate the torus, giving the illusion of corrugation - like a bellows.
Demo psva8 in O2H_TBGL.zip
http://community.thinbasic.com/index.php?topic=2517.0
Nice look
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
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