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List:       kwin
Subject:    Re: Physics Based Animator
From:       "Premeir Sullivan" <premiersullivan () gmail ! com>
Date:       2008-03-30 2:49:07
Message-ID: 2d3858d90803291949s577a6e00x87d11f089c53bb67 () mail ! gmail ! com
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So with this patch that you submitted you think that code could use
opengl functions, especially glPushMatrix and glRotatef without any
initialization?  Thats fanstatic!

Anyway, I didn't mean to suggest that your code was bad, I think its
great what you did.

On 29/03/2008, Martin Graesslin <ubuntu@martin-graesslin.com> wrote:
> Am Freitag, 28. März 2008 schrieb Premeir Sullivan:
>
> > The reason why its a concern for me is when I began writing code that
>  > used openGL, I realized that making calls to gl.rotatef() was easy;
>  > the hard part was initializing openGL in the right way.  The only
>  > openGL effect that I know of is the Coverswitch effect. I didn't want
>  > to use the coverswitch code as a model because it radically rewrites
>  > the rendering stack, whereas my plugin only needs to do one or two
>  > rotations.  So I'm left with the question, what openGL initializations
>  > are necessary and where should I put them?
>
> I know the problem and I would immediatelly rewrite the effect if there were a
>  way to not do the rendering in this way. It really hurts and causes the
>  problems like not working with TwinView, etc.
>
>  I just tried a little bit and have a demo rotating effect that does not use
>  the strange code I wrote in coverswitch. I replaced the glOrthon in
>  scene_opengl by glFrustum so that we have perspective whenever we want ;-)
>  With that I tried to rotate a window. It is not nice and not working
>  correctly, but I would say it is a proof of concept ;-)
>
>
>
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