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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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>
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