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How to combine OpenGL and EDGELIB drawing?


How to combine OpenGL and EDGELIB drawing?

Postby ohanoda » Jun 25, 2008 @ 10:41pm

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Postby edge » Jun 26, 2008 @ 11:36am

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Postby ohanoda » Jun 26, 2008 @ 9:58pm

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Postby edge » Jun 27, 2008 @ 8:52am

Hi,

Are you sure OpenGL is used? Maybe your application is using the internal EDGELIB renderer, thus making the call to glfrustum ineffective.

The transformation matrix is using 20:12 fixed point values. The only exception is the call to E3DSurface::Scale (which translates it into 20:12 fixed point values internally). The reason the scale function is using 16:16 fixed point values is to make it consistent with the scaling values of E2DSurface::Blt.
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Postby ohanoda » Jun 27, 2008 @ 10:27pm

Hi edge,

Oh, sorry, I didn't really I had to define EGL_USEGL. That's why it didn't work out.

However, if I use OpenGL ES, it now has problem rendering the 3D turtle model which comes with the Animate3D sample. I'm using Vincent 3D Rendering Library's OpenGL ES implementation. I wonder if this is because the Vincent implementation or EDGELIB.

Anyway, thanks for the suggestions.

Now, I'm wondering if there is a way to set the camera matrix (projection matrix) used by EDGELIB's internal renderer. Also, what is the coordinate system EDGELIB uses? Is it right-handed coordinate system? Also, is the default view matrix set to +Y up and viewing toward +Z direction? Is it possible to set view matrix?

Thanks
Ohan
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Postby edge » Jun 30, 2008 @ 3:39pm

Hi,

Probably the vincent rendering library doesn't work, because there is no specific plugin library for the vincent OpenGL implementation. Perhaps you can search for rasteroid, which is also a software OpenGL ES renderer.

The 3D coordinates in EDGELIB are the same as OpenGL. X points to the right, y points up and z points towards the camera. Unfortunately, EDGELIB doesn't use a perspective matrix yet. This is a feature planned for upcoming releases.
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