Horde3D

Next-Generation Graphics Engine
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 Post subject: raw GL after rendering
PostPosted: 20.01.2010, 11:10 
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Joined: 10.04.2008, 09:13
Posts: 86
I think it would be convenient to make
Code:
void Renderer::setupViewMatrices( CameraNode *cam );
available from the C-API.
This makes it simpler to do raw GL calls after h3dFinalizeFrame(); f.e.:
Code:
// Finish rendering of frame
h3dFinalizeFrame();

h3dSetupViewMatrices(_cam);
glLineWidth(2.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_LINES);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(2.0f, 2.0f, 2.0f);
glEnd();

PS. It seems doing raw GL calls when using the HDR pipeline doesn't draw anything.


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PostPosted: 21.01.2010, 01:32 
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Joined: 10.09.2006, 15:52
Posts: 1217
Do you need that for debug geometry? I would prefer to not encourage usage of custom GL commands. The next version of horde will definitely have some API agnostic debug drawing function.


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PostPosted: 21.01.2010, 10:25 
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Joined: 10.04.2008, 09:13
Posts: 86
Yes it's for debug drawing at this point. Platform independent rendering of primitives would be great. There are more uses to do custom rendering after Horde3D finishes like certain middleware (particle systems, GUI systems etc).


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PostPosted: 22.01.2010, 20:56 
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Joined: 10.09.2006, 15:52
Posts: 1217
jimbo wrote:
There are more uses to do custom rendering after Horde3D finishes like certain middleware (particle systems, GUI systems etc).

It is better to wrap middleware into an extension, otherwise you have no control over where in the pipeline it should be handled (e.g. usually you don't want your particle system to be drawn after the overlays).


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