On Tue, 8 Sep 2009 16:21:35 -0400
matt shaffer <[email protected]> wrote:

> Well I'm basically looking for a 3D library that has
> 
> Model loading (Blender does a good job of exporting almost anything, so long
> as the library does not have its own format I should be good)
> Texturing (Cannot get this to work with GLScene)
> Real time model transforming (For simple animated waves + models)
> Lighting effects (Shadows, colored lights)
> Particles
> OpenGL for hardware acceleration
Sounds like a game engine to me. I am not aware of any cross platform pascal 
game engine. My own (non-game-)engine does some of the stuff you need but 
particles, shadows and mesh transformation (I think this is what you meant) are 
not implemented yet and will not be for the foreseeable future due to various 
reasons.
There are some good C++ cross platform engines out there like Ogre and 
Irrlicht. If you are willing to create bindings you should be able to use 
these. I know that Ogre has Python bindings so it should be possible.

> I just cannot find many resources regarding cross platform 3D graphics with 
> FPC
That's because there aren't any. 3D graphics coding is in the firm grip of C++ 
although lately Java made some steps into this territory. 
Low level 3D graphics coding is no walk in the park so there are not many 
developers doing this kind of stuff and less doing it with FPC and much less on 
Linux.

> Also I'm unsure of whether or not dropping an openGL component on the form
> would have solved my problems
If you are not into low level graphics coding (OpenGL) then it would not have 
helped. The component just offers an context where OpenGL can render to.
But you sound like you want to do high level graphics coding so you need an 
engine.
Nevertheless you can try the OpenGL example in examples/openglcontrol to see 
that cross platform 3D graphics are possible with Lazarus/FPC. I wrote it back 
in the day when I started to learn OpenGL and Lazarus was still young (not even 
the form designer was working correctly) and it was not updated since so it is 
no good tutorial for the API.

R.
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