Hello,
I'm Ferdinand Majerech aka kiith-sa,
a student of Informatics at University of Pavol Jozef Šafárik, Košice, Slovakia.
I'm interested in the "Irregular Solar System bodies" idea (or anything
else involving OpenGL or graphics in general).
So far I had a brief look at Stellarium source and g
As discussed on IRC yesterday, I propose a major OpenGL refactor
as a project instead.
The goal of this project would be to separate all OpenGL code
into a separate subsystem consisting of multiple classes.
Maybe even a separate namespace? (Stellarium doesn't seem
to use namespaces - should I just
Hello,
I'm Ferdinand Majerech aka kiith-sa,
a student of Informatics at University of Pavol Jozef Šafárik, Košice, Slovakia.
I'm interested in the "Irregular Solar System bodies" idea (or anything
else involving OpenGL or graphics in general).
So far I had a brief look at Stellarium source and g
guidelines for future developers?
I can document the ideas behind the implementation, if that's what you mean.
On 3/28/12, No Idea wrote:
> As discussed on IRC yesterday, I propose a major OpenGL refactor
> as a project instead.
>
> The goal of this project would be to separate
I've been looking around and experimenting with the Stellarium code base a bit.
I've succeeded in separating some of the GL initialization code, results can
be seen on this branch:
https://code.launchpad.net/~kiithsacmp/stellarium/glexperiment
(I'm aware that all code is in headers - most of it wi
solution may come here from the Qt3d
> code which could provides a nicer way of dealing with GL objects and a
> clean management of shaders.
>
> If you are interested by those challenges, let me know :)
>
> Fab
>
> On Fri, Mar 30, 2012 at 03:45, No Idea wrote:
>
> ---
Hello,
I've been working on my GL refactor branch
for the last few days, and I thought I was doing rather well,
until I noticed that I wasn't testing what I thought I was testing.
Much of the GL code is in StelPainter, from where I'm moving it
gradually to my GL renderer implementation.
Eventual
4/16/12, Alexander Wolf wrote:
> Hello!
>
> I think Fabien can give to you more info but I try answer for you.
>
> 2012/4/16 No Idea :
>> So, how are the GL2 builds compiled currently?
>
> Stellarium build with STELPAINTER_GL2 macro only for OpenGL ES
> (StelPaint
a fallback from GL2 to GL1 backend should make more
sense / be more maintainable than mixing shader-based and shader-less code
based on conditions such as useShader.
On 4/16/12, Reaves, Timothy wrote:
> Perhaps the need for refactoring now becomes more apparent? :)
>
>
>
> On Mo
> The impact of using point stars was not very important but there was
> one on small devices like the Nokia N900.
I'd like to refactor with a minimal set of features first, and only then look
into that. Any such slowdown might be caused by 2 triangles being drawn
on the GPU instead of a point spr
> I think the GL2 renderer should be also GLES compatible. GLES is just
> a subset of GL2 (which is an abusive name for all GL implementation
> which supports shaders)
Isn't this only the case with GL4?
Or are the differences insignificant / is Qt3D able to hide them
without special
casing? I don'
http://wiki.apache.org/stdcxx/C%2B%2B0xCompilerSupport
There are quite a few C++11 features supported by GCC 4.5 . Not sure which LLVM
is in Lion, but C++11 support seems to be good there as well.
Maybe it'd be good idea to first try to turn C++11 on just to see if
nothing breaks?
(AFAIK there ar
When checking Doxygen output of some of my documentation,
I noticed that one-line (brief-only) descriptions never show up
in the generated documentation.
(The functions show up in the function list on top - without description,
and they don't show up in the detailed list as well.)
I thought thi
Hello,
I've opened a blog where I'll post updates about my GSoC project:
http://kiithcoding.nfshost.com/index.html
I've also posted a (delayed) update about what I'm working on right now.
Work on the texturing code is finished in the sense that it is isolated,
but I'm planning to revisit it la
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