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TinyGL 0.4.1

bellard.org

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Re: TinyGL 0.4.1

#31

Earlier quoted context omitted.

Jamie Zawinski wrote a similar shim layer to port xscreensaver from OpenGL to OpenGL ES, and had quite a rant about it: https://www.jwz.org/blog/2012/06/i-have-ported-xscreensaver-...

PSA: jwz.org redirects to a unique image when linked from HN unless you are blocking the HTTP Referer header. This can also be avoided by copying & pasting the url into a new tab.

Indeed (:

This link might work better for HN users: https://web.archive.org/web/20221122141924/https://www.jwz.o...

Re: TinyGL 0.4.1

#32
I ended up writing my own software "kind of OpenGL" implementation at one point. The main reason why was because I was trying to take photos of objects, and triangles that we thought mapped to their surfaces, and I was trying to map the pixels in the photos back onto the textures of those triangles. I had a heck of a time with interpolating texture coordinates, until I learned more about the homogenous coordinate and how you have to interpolate then divide, etc. Having an existing simple software implementation (like this one) would have helped a bunch. =)

Re: TinyGL 0.4.1

#33
post #11

Fabrice Bellard is a robot from outer space - this must be the only explanation.

Seriously man... I wonder the same... How can one person create so many brilliant softwares

Being one person makes it easier not harder. The meetings are quicker for one thing.

Re: TinyGL 0.4.1

#36

I've always felt that OpenGL was too abstract for graphics novices; perhaps this tiny subset of GL will change that.

Would you say modern alternatives are any better? (looking at you, Vulcan)

I spent one weekend going through the official Khronos tutorial for Vulcan, and wrote (understood, then typed -- as opposed to copy+pasted) the bare minimum necessary to get a triangle on the screen: it came to 900+ lines of code.

Vulcan is not at all like an "enhanced OpenGL" -- it's for experts to leverage while designing the next generation of high-performance graphics libraries.

Re: TinyGL 0.4.1

#37
post #36

Earlier quoted context omitted.

Would you say modern alternatives are any better? (looking at you, Vulcan)

I spent one weekend going through the official Khronos tutorial for Vulcan, and wrote (understood, then typed -- as opposed to copy+pasted) the bare minimum necessary to get a triangle on the screen: it came to 900+ lines of code. Vulcan is not at all like an "enhanced OpenGL" -- it's for experts to leverage while designing the next generation of high-performance graphics libraries.

Triangle-on-screen using OpenGL is on the order of ~100 lines:

https://github.com/genpfault/glfw-mcve-base/blob/master/src/...

Re: TinyGL 0.4.1

#38
post #26

mmmh... maybe it could be a good replacement of a hardware accelerated 32bits libGL which is still and currently required by the steam client (but it seems they are moving finally the last bits of 32bits code to libcef, but it is valve then don't be impatient). oh, yeah and I play games on elf/linux without that msft grade horrible proton (= wine with plentyfull of components copied straight from doz, as far as I kno…

Check out Mesa's llvmpipe[1]:

> The Gallium LLVMpipe driver is a software rasterizer that uses LLVM to do runtime code generation. Shaders, point/line/triangle rasterization and vertex processing are implemented with LLVM IR which is translated to x86, x86-64, or ppc64le machine code. Also, the driver is multithreaded to take advantage of multiple CPU cores (up to 32 at this time). It’s the fastest software rasterizer for Mesa.

[1]: https://docs.mesa3d.org/drivers/llvmpipe.html

Re: TinyGL 0.4.1

#40
post #26

mmmh... maybe it could be a good replacement of a hardware accelerated 32bits libGL which is still and currently required by the steam client (but it seems they are moving finally the last bits of 32bits code to libcef, but it is valve then don't be impatient). oh, yeah and I play games on elf/linux without that msft grade horrible proton (= wine with plentyfull of components copied straight from doz, as far as I kno…

Check out Mesa's llvmpipe[1]: > The Gallium LLVMpipe driver is a software rasterizer that uses LLVM to do runtime code generation. Shaders, point/line/triangle rasterization and vertex processing are implemented with LLVM IR which is translated to x86, x86-64, or ppc64le machine code. Also, the driver is multithreaded to take advantage of multiple CPU cores (up to 32 at this time). It’s the fastest software rasterize…

It is c++, then it is a definitive no-no. That's why I wrote my own in plain and simple C.
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