xcore / mingl is moving along quite well.
Operating on a basic create / destroy paradigm, with bind/unbind as the activation mechanism and load as the data send mechanism, it works well for abstracting graphics hardware and allowing for faster creation of intense graphics applications.
Here's a nonsense screenshot:
This is a vector field represented as moving transparent spheres that are depth sorted. The vector field is generated by 3 functions modulated together.
The shading is generated via vertex and fragment program. The meshes are using a VBO/IBO abstraction paradigm.
All is well. More later.
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