On Wednesday, 20 November 2013 at 10:20:06 UTC, Rene Zwanenburg wrote:
On Wednesday, 20 November 2013 at 09:15:41 UTC, Rene Zwanenburg wrote:
Hi,

A few things jumped out at me:

Camera.d:

...

Oops, I have to run.. Will take a look at the rest later.

Still regarding camera.d:

- The glfw3 import appears to be unused and can be removed.

- the call to Math.perspectiveGL modifies OpenGL state. Your math functions _really_ shouldn't interact with OpenGL.

- Taking the previous point a bit further, your Camera class doesn't need to know about OpenGL either. In your rendering routine, get the camera matrices from a camera and pass them to OpenGL.

- Like Paulo said, don't use the fixed function pipeline. If you're not familiar with 3D yet the FFP is easier to use at first, but using modern OpenGL will pay for itself in the long run. I don't know where to find a good introduction to modern OpenGL though, perhaps someone else around here..

...

Here are two possibilities using modern pipeline:

http://www.mbsoftworks.sk/index.php?page=tutorials&series=1

http://www.swiftless.com/opengl4tuts.html

Both of them are Windows based though, but it should be enough to get started.

--
Paulo

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