[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: prtsc.png (677 KB, 1920x1080)
677 KB
677 KB PNG
anyone doing OpenGL?

I'm still a beginner but I'm getting there.
Hoping to create a path-tracer, which should be pretty easy as long as I can get the vector maths to work in shader code!
>>
>>620033
Cool, see you in roughly 5-6 years.
>>
>>620033
Grinding through Math for 3D Graphic Programming book.

Its a grind...
>>
I enjoy 3d math and coding in C++ but OpenGL is the most godawful clusterfuck of an API I have ever seen in my life. Every time I encounter it I have an aneurysm. Honestly fuck that shit.
>>
there are many open source lightweight 3d engines you can use.
some even support networking
>>
File: fur_demo.webm (2.56 MB, 1844x928)
2.56 MB
2.56 MB WEBM
>>620033
>>620076
OpenGL becomes a lot easier once you realise it's just a glorified state machine. As for writing a path tracer, you could draw a quad and have your path tracing done in the fragment shader (basically shadertoy), or you could try play around with compute shaders (webm related; a gross fur system I made with compute shaders). have fun
>>
>>620317
kawaii
>>
>>620317
Neato. I don't recognize the tool on the right, what is it?
>>
>>620325
https://github.com/paceholder/nodeeditor
>>
>>620317
Computers are state machines. The question is how many useless states there are and how hard it is to make something useful. I wouldn't waste my time with anything OpenGL because the API is really bad, constantly changing, the implementations are proprietary and buggy and on top of that it's being phased out.
Sorry if you got scammed into buying so expensive and useless video card, but if you want to write software, you should do it the proper way: in C on a CPU.
>>
Are you using codeblocks on linux? Does yours crash when you crtl v to paste?
>>
>>620332
nice b8, had me until the last sentence
>>
>>620349
I'm using Code::Blocks 17.12 with wxwidgets 2.8.12 and it works quite well but I've compiled it myself.
>>
>>620368
Your mind has been warped by non stop marketing and your generation is beyond doomed.
>>
>>620373
please enlighten me as to why my choice of one API over another is a result of 'non stop marketing'
>>
>>620377
Maybe you don't know this but OpenGL is largely a C API and OpenGL drivers are largely C programs running on a CPU. I have no idea where your "one API over another" comment comes from.
>>
>>620381
sure, but what has it got to do with 'non stop marketing'
>>
>>620387
I mean things such as treating GLSL and whatever is the latest version of OpenGL as a necessity for any kind of project.
>>
>>620396
Spotted the Macfag.
>>
>>620033
Hawaii simulator 2018
>>
>>620033
I'm DirectX/C++ developer and to be honest I never worked with OpenGL but recently in my free time I work on a Vulkan game engine, basically nothing much than some "code-skelet" without editor, to make life a little bit easier. The thing is that I can't compare it with OpenGL, but why don't you use Vulkan? You would probably need to grind through documentation but it's not that hard. I can imagine DirectX to give much less sense to somebody unexperienced than Vulkan and just from performance perspective, it's better than OpenGL.
>>
>>622368
is this satire? Vulkan is complete shit
>>
>>622368
>OpenGL
>Vulkan
>performance difference

Only if you're doing many, MANY draw calls at once and you can't instance. Chances are though, there's a way for you to reduce the number of draw calls.
Bad threading or unnecessary usage can give you even worse performance.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.