My efforts creating multi-touch surfaces

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Omniverse NUI Blog by Kenth Fagerlund is licensed under a Creative Commons Attribution-No Derivative Works 2.0 UK: England & Wales License.
Showing posts with label opengl. Show all posts
Showing posts with label opengl. Show all posts

Killed a few more trees

| Tuesday, 18 August 2009

Just did my part to kill the worlds trees by buying a 800 pages thick OpenGL book. It arrived yesterday and I just got going to read it in the evening. I skimmed through the pages to get a idea on what it had to offer and it its very comprehensive (<-- thank you spell checker!). Pretty much cover all aspects of OpenGL 3.0-3.1 except the shaders that they have a whole other book on.

The book I'm talking about is OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Versions 3.0 and 3.1, Seventh Edition (Wow, what a title). This book (aka Red book) is strait from the horses mouth and the most respected OpenGL book out there as far as I know. The bad parts of it is that it's quite wordy and I guess that is because they go into every detail as they describe every part of OpenGL. I will read on some more and see if I can get out some real work as I have been promising the last 3 posts :D

Cheers

Change is good

| Monday, 10 August 2009

Well as usual I have changed my mind. After a week or so doing some DirectX studying and finally getting to a point where I can make stuff happen on the screen I change my mind. This is so typical and I hate my brain for it but I just can't help it.

I have been researching about different ways of doing the UI for the touch table, reading different papers and so on. And every so often I get some code examples and they are all in OpenGL. That's not enough though to sway me off the wonderful world that is DirectX (Not that wonderful but it's all I know , much like your mom's pancake is the best in the world when you are a kid).
No, the thing that made me drop all that DirectX knowledge that I squeezed into my brain next to all the Mythbusters episodes was the same fact that I fought about when I went with DirectX. It is platform independent. Yes, I still want to be able to run my Omniverse on Linux, OS X and Windows. Not that I plan to support all of the at first but I don't want to port it all. But my second reason was that I actually can use this in my work as a mobile developer since all mobiles with and worth handle OpenGL ES.

So there we have it. Back to the drawing board. Not that big of a setback really since I have learned all the basics of 3D graphics that still apply on OpenGL. So if anyone have any good tutorials on OpenGL 3.0 or later give me a shout (Don't actually shout cause most likely I won't hear it)