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  1. #16
    Just quick sidenote, that GLSL fragment-shader is now supported. Fpc and Delphi demos about the topic included. Code about it in main program, is like most other stuff in nxPascal, short and simple!

    It is not long class as you can see there http://code.google.com/p/nxpascal/so...k/src/nxGL.pas
    but if i plan to make a default shader for 2D, and simulate glVertex, glColor etc with VBO, it may grow in size. For now i only have some theory in mind on polygon-stack... Every Draw, DrawRotate commands etc. are at the moment using old glBegin- style. 3D-models use vertex-arrays, and VBO is so far unsupported (unless you do it yourself with dglOpenGL header).

    Demo is modified and simplified of earlier:


    Also updated compiled win32 demos link, so you can preview the latest:
    http://nxpascal.googlecode.com/files...ed_demos_2.zip

    Last time i tried some big texture with non power of 2 it came out white.
    Forgot to update on this topic too... There was parameter error in glTexImage2D. InternalFormat cannot be 3 or 4, but instead GL_RGB and GL_RGBA. After this small fix, texturing unit is now supporting non-power of 2 sizes for images as default. Say hello to your 800x600 backgrounds
    Last edited by User137; 17-08-2012 at 11:03 PM.

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