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Ray Gardener <ray### [at] daylongraphics com> wrote:
> I'm not using any Win32-specific OpenGL extensions
> (I don't even know what they are or if they
> even exist, actually).
How do you open the window and give the OpenGL library a handle to it?
Certainly the OpenGL library itself has no function to open windows.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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> How do you open the window and give the OpenGL library a handle to it?
> Certainly the OpenGL library itself has no function to open windows.
Didn't I already mention that the rendercontext
setup/teardown calls are the platform-specific ones that
(unfortunately) did have to be used?
WinPOV has a bunch of Win32-specific modules
to implement the user interface. That's
where the window and its handle comes from.
So this is not just a POV patch, but
a WinPOV patch too.
But by using the existing render window,
I'm minimizing the amount of Win-specific
code added to WinPOV. Otherwise I'd have
to create an HWND, give it a wndproc routine,
destroy it, etc. etc.
Ray
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ingo wrote:
>
> [...]
>
> To be honest, I realy wonder why this question, in different forms, has
> come up a few times now as a reaction to a first try / initial test. As
> Ray has stated in several other postings, you all have read, he is fully
> aware of the fact that POV-Ray is / should be / stay a platform
> independent piece of software. And if, for some reason, it is not platform
> independent, I'll hope someone will jump in and help him in making it so.
I am pretty sure everyone who stated concerns about the portability in
this thread is aware that it is possible to program platform independently
with OpenGL but this does not mean any OpenGL code is portable per
definition.
I would suggest to test the portability soon while developing the patch
because otherwise what you describe as 'jumping in' could be a pretty lot
of work. The fact that quite some people mentioned their concerns seems
an indication that there is quite some interest in such a patch but it is
pretty unlikely that when not being suited for all platforms it would make
it into official POV-Ray or MegaPOV.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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Ray Gardener <ray### [at] daylongraphics com> wrote:
> Didn't I already mention that the rendercontext
> setup/teardown calls are the platform-specific ones that
> (unfortunately) did have to be used?
My point was that it can be done with no Windows-specific code (for
example using the GLUT library).
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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In article <3ee20245@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> Ray Gardener <ray### [at] daylongraphics com> wrote:
> > Didn't I already mention that the rendercontext
> > setup/teardown calls are the platform-specific ones that
> > (unfortunately) did have to be used?
>
> My point was that it can be done with no Windows-specific code (for
> example using the GLUT library).
Except that as far as I am aware, the GLUT library can't be used to make
windows in an otherwise non-GLUT application. It's an application
framework, with its own event handling, etc. You could easily make a
cross-platform version, but platforms like Windows and Mac would still
need their own display setup stuff to incorporate into their GUIs. It
should be fairly simple to set things up so that it is easy to swap out
GLUT for platform-specific code.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff <cja### [at] earthlink net> wrote:
> Except that as far as I am aware, the GLUT library can't be used to make
> windows in an otherwise non-GLUT application.
You mean that it's not possible to make POV-Ray use its Windows code for
the editor and other stuff at the same time as opening the preview window
with GLUT code?
OTOH, this might not even be necessary as long as the program is designed
so that it's easy (eg. with a compiler constant) to use GLUT to open the
preview window in the command-line version of POV-Ray. (In fact, using
GLUT to open a window in the otherwise command-line version is extremely
simple, requiring only a couple of lines of code.)
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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Since I'm getting a more and more questions about the
OpenGL stuff, and in the interests of helping make sure
the code is as portable as possible, I will be making
the patch's source code available later today (Not that anyone
couldn't have had it just for the asking, but I want
to get a nice documented .zip file up on my website).
Ray Gardener
Daylon Graphics Ltd.
"Heightfield modeling perfected"
http://www.daylongraphics.com
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3EE### [at] gmx de...
>
>
> ingo wrote:
> >
> > [...]
> >
> > To be honest, I realy wonder why this question, in different forms, has
> > come up a few times now as a reaction to a first try / initial test. As
> > Ray has stated in several other postings, you all have read, he is fully
> > aware of the fact that POV-Ray is / should be / stay a platform
> > independent piece of software. And if, for some reason, it is not
platform
> > independent, I'll hope someone will jump in and help him in making it
so.
>
> I am pretty sure everyone who stated concerns about the portability in
> this thread is aware that it is possible to program platform independently
> with OpenGL but this does not mean any OpenGL code is portable per
> definition.
>
> I would suggest to test the portability soon while developing the patch
> because otherwise what you describe as 'jumping in' could be a pretty lot
> of work. The fact that quite some people mentioned their concerns seems
> an indication that there is quite some interest in such a patch but it is
> pretty unlikely that when not being suited for all platforms it would make
> it into official POV-Ray or MegaPOV.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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Please visit
http://www.daylongraphics.com/other/povgl/index.htm
for information and source code regarding the OpenGL
wireframing patch for POV-Ray.
Ray Gardener
Daylon Graphics Ltd.
"Heightfield modeling perfected"
http://www.daylongraphics.com
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In article <3ee20a47@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> You mean that it's not possible to make POV-Ray use its Windows code for
> the editor and other stuff at the same time as opening the preview window
> with GLUT code?
That's what I'm saying. GLUT handles everything in its own event loop:
mouse, keyboard, window updates, menus, etc. I am fairly certain it is
not designed to coexist with "manual" API calls. You might be able to do
some things, but I don't think you could use GLUT only to open one
window in an existing complete application.
> OTOH, this might not even be necessary as long as the program is designed
> so that it's easy (eg. with a compiler constant) to use GLUT to open the
> preview window in the command-line version of POV-Ray. (In fact, using
> GLUT to open a window in the otherwise command-line version is extremely
> simple, requiring only a couple of lines of code.)
Yes, it could be contained in a small, simple interface to allow
external code to override the cross-platform stuff.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Ray Gardener <ray### [at] daylongraphics com> wrote:
> Please visit
> http://www.daylongraphics.com/other/povgl/index.htm
> for information and source code regarding the OpenGL
> wireframing patch for POV-Ray.
How about providing a binary for those (like me) who don't have any
compiler in Windows (which is pretty common)?
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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