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Messages - TriforceOfKirby

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General / Re: SFML 2.1 and OpenGL 4.2 Cube Function
« on: November 20, 2014, 03:38:48 am »
There are tutorials for SFML 2.1, and tutorials for OpenGL 4. There just aren't any that do both at the same time. The SFML tutorials get your environment up and running for OpenGL operation, and from there, the OpenGL tutorials will guide you through the rest. Most if not all OpenGL tutorials I consider worth reading always assume you have some sort of environment set up already and don't hold your hand through that part of the journey. You will just have to read SFML and OpenGL tutorials separately and combine them into a whole yourself, but that is the minimum that is expected of any capable programmer.
Ok, so do you have some OpenGL 4 tutorials that you would recommend? SFML is pretty well documented here, so I don't think I will need a tutorial for that.

Currently not, but in the coming weeks to month(s), after SFML 2.2 is released and when work on SFML 2.3 begins, OpenGL support is going to be enhanced a bit, and that includes geometry shader support.
That's good news. Will there also be support for other shaders as well, such as tessellation, evaluation, and compute shaders?

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General / SFML 2.1 and OpenGL 4.2 Cube Function
« on: November 20, 2014, 02:25:56 am »
So first of all are there any good tutorials for using SFML 2.1 and OpenGL 4.2? Most seem to be pretty outdated, so I figured I would ask here for help.

So far I have a basic program that creates a window and outputs OpenGL settings used:
(click to show/hide)
If there are any tips to improve my code; that would be greatly appreciated.

I would like to start out by making a cube function, that takes a position(x,y,z), a color(RGBA), and a texture(png) as input.

Using a geometry shader, I would like to take the position to transform it into a cube; does sf::shader support geometry shaders currently?

As for the color and texture, I would like these to be optional if the other is given, or if both are given, the color is multiplied to the texture. So if only a color is given, the cube would simply be a solid color, or if just a texture is given, the texture is used as is. So I would assume I would do this using overloaded functions right?

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anything