In our previous episode, Ingemar Ragnemalm said:
> BTW, when I ported my OpenGL demos to FPC, I found that the FPC glext.pp
> had some fatal bugs. (Easy to fix, but I never figured out who would
> want the corrections, so I hope someone else noted that it crashed for
> modern OpenGL.)
Well,
I've done a bit of assembly programming for IA-32, none recently and zero
compiler development other than simple parsers, but from what I know
optimizing with newer instructions like SSEx is only part of there story.
There's also optimizing for out of order instruction execution (OoOIE), or
tested with the fpc trunk , got only 3 fps increased .
but even with this result fpc does great job , compared with gcc7 ,
gcc is faster only about 45% . so when compared with a compiler like
gcc which get tens of patches par day from from around the world
including big companies like sumsung .
On 2017-05-29 12:24, Mattias Gaertner wrote:
Jonas told that the benchmark program contains a number of bugs/wrong
translation from the C code:
And all of those recommendations were applied by Jon Foster and yielded
only a 0.6% increase in speed.
"I ended up with an hour of extra time so I
On 2017-05-30 14:52, Ingemar Ragnemalm wrote:
so I hope someone else noted that it crashed for
modern OpenGL.)
Huh? I've been using it for 4 months with "modern OpenGL 4.x" (non-fixed
rendering pipeline) and it hasn't crashed on me.
Next time it crashes, please supply a small code example
Den 2017-05-30 kl. 12:00, skrev Marco van de Voort:
For the 2Ders, in old GL I used glortho2d a lot. In newer ones I missed that,
but I found
an equivalent on stackoverflow:
My FPC vector unit has overloading and many other functions
(determinant, rotation around arbitrary axis...). Some
On Mon, 29 May 2017 14:07:40 -0400
Anthony Walter wrote:
> By the way, what's stopping you guys from using OpenGL ES 2.0?
It's ten years old, the current ES version is 3.2.
It has less functionality than "standard GL" as it's meant for embedded systems
(hence ES).
R.
In our previous episode, Anthony Walter said:
>
> This type of 2D setup in OpenGL allows for allows you to freely mix in both
> 2D and 3D effects. Here's are two examples of how 2D in a 3D world can work:
If you check the myorthohelp function that called it, you'll already see it
is normalized
Marco,
Regarding 2D animation, what I've far far more effective than an
orthographic projection is to draw 2D billboard sprite at a distance and
size to align exactly with your screen's resolution. That is each width and
height of "1" gl world equals "1" screen pixel, and coordinate (0, 0)
equals
In our previous episode, Anthony Walter said:
> By the way, what's stopping you guys from using OpenGL ES 2.0? It works on
> most all Windows, Mac, and Linux systems, and it's the only 3D graphics API
> on Raspberry Pi and most smart phones/tablets.
IIRC I went for opengl 3.3-4 because one could
In our previous episode, Ryan Joseph said:
> > On May 28, 2017, at 10:33 PM, Ryan Joseph
> > wrote:
> >
> > projTransform := TMatrix4x4.CreatePerspective(60.0, 500 / 500, 0.1,
> > 10.0);
> > modelTransform := TMatrix4x4.CreateTranslation(0, 0, -3.0) *
> >
Thanks for posting those LookAt and Perspective routines. They're kind of
needed with OpenGL ES 2.0, as it no longer has matrix modes. You need to
build your own perspective and model view matrices and pass them to your
vertex shaders as uniforms.
uniform mat4 modelview; // modelview matrix
On Sat, 27 May 2017 16:52:21 +0700
Ryan Joseph wrote:
> Not having glm::perspective or glm::lookAt is enough to really stop you in
> your tracks and running off to Google for hours.
Then perhaps you have to improve your google skills. ^^
On Mon, 29 May 2017 15:29:24 +0700
Ryan Joseph wrote:
> > On May 29, 2017, at 12:58 PM, Anthony Walter wrote:
>[...]
> It’s buried now but look at the “FPC Graphics options” thread from a few days
> ago and spanning back weeks I think. After all
> On May 29, 2017, at 12:58 PM, Anthony Walter wrote:
>
> I'm curious, what's the problem with fpc and loops? Also, from my OpenGL
> experience the limiting factor in speed (frames per second) is usually the
> pixel complexity and not whatever method is used to feed vertex
I'm curious, what's the problem with fpc and loops? Also, from my OpenGL
experience the limiting factor in speed (frames per second) is usually the
pixel complexity and not whatever method is used to feed vertex data or
shader uniforms.
Wet rock example: http://glslsandbox.com/e#20806.1
> On May 29, 2017, at 8:24 AM, Anthony Walter wrote:
>
> And these matrices are compatible with OpenGL functions.
>
Thanks for sharing. I got your matrix multiplication functions to work in the
order I expected and helped me find a bug.
Btw, given what we just learned
All SupraEngine.Math matrices are also compatible with OpenGL (and Vulkan,
of course). SupraEngine.Math's TMatrix3x3 and TMatrix4x4 implementation
have also advanced stuff as such as lerp, nlerp, slerp interpolation method
functions, decomposing (into Perspective, Translation, Scale, Skew and
> On May 28, 2017, at 10:33 PM, Ryan Joseph wrote:
>
> projTransform := TMatrix4x4.CreatePerspective(60.0, 500 / 500, 0.1,
> 10.0);
> modelTransform := TMatrix4x4.CreateTranslation(0, 0, -3.0) *
> TMat4.CreateRotateX(54);
I found out the problem. I was
You might want to try using this geometry library I've written to go along
with OpenGL, fixed function or otherwise:
https://github.com/sysrpl/Bare.Game/blob/master/source/bare.geometry.pas#L317
Basic usage might be like this:
var
M: TMatrix;
V: TVertex;
begin
M.Identity;
On GitHub I've already some SupraEngine subprojects, for example:
- https://github.com/BeRo1985/pasmp My
parallel-processing/multi-processing library for Object Pascal
- https://github.com/BeRo1985/kraft My newer 3D physics Engine for
Object Pascal
-
I know that issue, so that the record constructors in the
SupraEngine.Math.pas are fully optional, so therefore you do must not using
these :-) It's just a optional option for key-tap-lazy peoples, since all
record member fields are also free directly accessible and public visible.
On Sun, May
Fixed, repacked & reuploaded as ZIP in the same directory
On Sun, May 28, 2017 at 10:32 AM, Ryan Joseph
wrote:
>
> > On May 28, 2017, at 3:22 PM, denisgolovan
> wrote:
> >
> > Looks nice. Thanks for sharing.
> > How about publishing it on
Ryan Joseph wrote:
I’m trying to following some OpenGL tutorials to learn the matrix transforms
but I’m getting stuck because I don’t have the c++ GLM library which everyone
is using. I see FPC has a matrix class but it doesn’t include all the helpers
in GLM like rotation, transform,
> On May 28, 2017, at 3:22 PM, denisgolovan wrote:
>
> Looks nice. Thanks for sharing.
> How about publishing it on Github with small readme to ease contributions?
>
There’s some dead 403 links also btw.
Regards,
Ryan Joseph
28.05.2017, 09:55, "Benjamin Rosseaux" : I've put some units of my still work-in-progress UE4-style SupraEngine on my root server, after I've read this mailing list thread => http://rootserver.rosseaux.net/stuff/supraengineunits/ Looks nice. Thanks for sharing.How about
> On May 28, 2017, at 1:54 PM, Benjamin Rosseaux wrote:
>
> I've put some units of my still work-in-progress UE4-style SupraEngine on my
> root server, after I've read this mailing list thread =>
Thanks for sharing. The GLM functions I wanted seem to be here so I’m
I've put some units of my still work-in-progress UE4-style SupraEngine on
my root server, after I've read this mailing list thread =>
http://rootserver.rosseaux.net/stuff/supraengineunits/
where the SupraEngine.Math.pas + SupraEngine.Math.*.inc +
SupraEngine.Types.Standard.pas will be maybe
> On May 27, 2017, at 5:16 PM, Mark Morgan Lloyd
> wrote:
>
> But working from a hazy recollection of such things, it's possible to merge
> the translation/rotation matrices so that the final transformation can be
> reduced to a single operation.
Oh I’m
> On May 27, 2017, at 4:30 PM, Graeme Geldenhuys
> wrote:
>
> I've implemented that by porting the Java Game Libirary code to Object
> Pascal. Give me a day or two and I'll share the OpenGL code I have on Github.
Thanks that would be great if someone had those
On 27/05/17 09:40, leledumbo via fpc-pascal wrote:
Has anyone converted these to Pascal before or having some similar I couldlook
at?
I don't usually do the matrix calculation myself, I delegate that by
callingOpenGL functions in proper order.
But working from a hazy recollection of such
On 2017-05-27 02:34, Ryan Joseph wrote:
I see FPC has a matrix class but it doesn’t include all the helpers
in GLM like rotation, transform, perspective transforms
I've implemented that by porting the Java Game Libirary code to Object
Pascal. Give me a day or two and I'll share the OpenGL
> On May 27, 2017, at 4:20 PM, leledumbo via fpc-pascal
> wrote:
>
> I don't usually do the matrix calculation myself, I delegate that by calling
> OpenGL functions in proper order. However, just a few days ago I found this:
>
> Has anyone converted these to Pascal before or having some similar I could
look at?
I don't usually do the matrix calculation myself, I delegate that by calling
OpenGL functions in proper order. However, just a few days ago I found this:
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