Horde3D

Next-Generation Graphics Engine
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 Post subject: Raw OpenGL with Horde3D
PostPosted: 13.10.2009, 03:31 
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Joined: 09.09.2009, 18:58
Posts: 107
Possible?


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PostPosted: 13.10.2009, 03:45 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
Yep.

Some other members have posted on here saying they've used it to draw their own debug geometry, or have used OpenGL GUI libraries successfully with Horde.


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PostPosted: 13.10.2009, 03:48 
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You have me intrigued with said GUI libraries. Please, do tell as I was searching for that very thing. o.0

And I would assume that after calling hordes init function i can begin to call OpenGL functions like normal right?


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PostPosted: 13.10.2009, 04:54 
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Joined: 08.11.2006, 03:10
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Location: Australia
I haven't done this myself in any of the newer versions of Horde, but I think you can add your own GL calls in your main loop AFTER the call to h3dFinalizeFrame.
Something like:
Code:
init
while(!exit)
{
  render
  finalize

  custom GL Stuff
 
  swapBuffers
}
release


Here is another thread where people are discussing different GUI libraries to use with Horde:
http://www.horde3d.org/forums/viewtopic.php?f=2&t=169


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PostPosted: 13.10.2009, 05:00 
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Joined: 09.09.2009, 18:58
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Thank you.


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PostPosted: 13.10.2009, 18:13 
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Joined: 09.09.2009, 18:58
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I guess I should ask if there any examples of people using raw OpenGL with H3D. I have a project due at the end of the semester and I was hoping... nah forget it. I'll use raw OpenGL with GLFW and worry about Horde when I can.


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PostPosted: 13.10.2009, 19:42 
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Joined: 13.11.2007, 11:07
Posts: 1149
Location: Germany
I use raw OpenGL in the editor. All you have to do is calling your OpenGL instructions AFTER calling h3dFinalizeFrame. And if you going to change OpenGL states, it might be a good idea to save some OpenGL attributes using
Code:
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_HINT_BIT | GL_LIGHTING_BIT);

and restore them after your GL calls with
Code:
glPopAttrib()


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PostPosted: 17.10.2009, 11:05 
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Joined: 16.05.2009, 12:43
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Yeah, I draw my UI and debug geometry with raw GL calls. Most of the libs I use are happy with simple line/tri drawing functions for debug so it just works.


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 Post subject: oops i double posted
PostPosted: 24.10.2009, 01:50 
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<snippity doo dah>


Last edited by Orm on 24.10.2009, 01:55, edited 2 times in total.

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PostPosted: 24.10.2009, 01:53 
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Alright, so what about swapping buffers after doing all the drawing? Is that handled by Horde?

This is nice because I am working on a 2D engine to start and will be migrating to 3D after the semester is over while further expanding on it. I guess I won't have to scrap my 2D drawing classes after all. :lol: It's my math classes that are going to be a pain. :x


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PostPosted: 24.10.2009, 01:55 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Orm wrote:
Alright, so what about swapping buffers after doing all the drawing? Is that handled by Horde?
Take a look at the samples - that sort of thing is always handled by the client application. Horde doesn't take over your runloop.

_________________
Tristam MacDonald - [swiftcoding]


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PostPosted: 24.10.2009, 05:41 
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swiftcoder wrote:
Horde doesn't take over your runloop.

Excellent. That answers pretty much every single question I could ever have about this engine. :twisted:

If I may make a suggestion, you may want to explicitly state that in the documentation. If I missed such a statement, please let me know, but I'm pretty sure it's not said there.


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PostPosted: 16.11.2009, 13:19 
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Joined: 12.07.2009, 23:47
Posts: 8
I tried to insert this code:


// Finish rendering of frame
h3dFinalizeFrame();


glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glPushMatrix();
glTranslatef(0.5,0.5,-0.2);
glutSolidSphere(0.2,50,50);
glPopMatrix();
glFlush();


// Remove all overlays
h3dClearOverlays();


I can see a sphere, but it seems to "follow the camera": even if I move the camera position, the sphere remains in the same area of the screen. I'd like to place it on the grass plane, is it possible?


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PostPosted: 16.11.2009, 13:30 
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Joined: 13.11.2007, 11:07
Posts: 1149
Location: Germany
Have a look at the GLWidget of the Editor:

in the renderEditorInfo method you can find
Code:
   
   const float* camera = 0;
   // Retrieve camera position...      
   h3dGetNodeTransMats(m_activeCameraID, 0, &camera);   

   // In case of an invalid camera (e.g. pipeline not set) return   
   if ( !camera ) return;   

   // ... and projection matrix
   float projMat[16];
   h3dGetCameraProjMat( m_activeCameraID, projMat );

   // ...
 
   // Set projection matrix
   glMatrixMode( GL_PROJECTION );
   glLoadMatrixf( projMat );
   // apply camera transformation
   glMatrixMode( GL_MODELVIEW );
   QMatrix4f transMat( camera );
   glLoadMatrixf( transMat.inverted().x );

   // then later in e.g. drawGizmo

   glPushMatrix();
   glMultMatrixf(nodeTransform);   // Load scene node matrix

   // ... draw code

   glPopMatrix();


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