I am apparently guilty of abusing the GL_PROJECTION
matrix.
Background
When starting the project I decided to spend as little energy on learning OpenGL as possible, making due with what I already knew. As it turns out, I had a lot I needed to learn anyway and during the course of this project I have learned:
- Not to use P-buffers (this was quick)
- To use framebuffer objects
- To use floating point textures for higher dynamic range
- Ways to bend
GL_BLEND
to do my bidding
When combining 2. and 3. in that list it turns out that there are some strange, hard to debug, hidden requirements.
I think the descision to make due with what I knew about OpenGL combined with the requirement to use floating point textures and framebuffer objects makes for a rather unfashionable combination of old OpenGL-code, which I learned at university and earlier, and recently out-dated extensions to OpenGL. In short, I think a lot of my OpenGL-code can make seasoned graphics developers cry.
What will I do?
I might actually take Steve Baker's advice on how to use the GL_PROJECTION
matrix, because it really does make sense. However, I am not about to embark on a conversion to using only the appreciated (non-depreceated) subset of OpenGL 3.1 or anything of that magnitude. For the time being, the goal is to get the project done.
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