So, I put everything on hold temporarily and decided to learn modern OpenGL. I found a superb series of tutorials through StumbleUpon, and have been following them to gain a good base in the modern features of OpenGL, such as vertex array objects, matrices, and indexed geometry.
This task has sparked the development of a 2D engine, which I have dubbed IronClad. I've made a lot of progress in the past few weeks, implementing a VAO wrapper, support for a custom mesh file format, indexed geometry, shaders, and other nice features. I have also made a switch from SDL to GLFW for window management, and abandoned SDL_ttf in favor of FTGL. The reason for this is that the latest stable version of SDL only supports OpenGL contexts using versions <= 2.1, and I need more than that. The latest development build, SDL 2.0, supports the versions I need, but I'd most likely need a serious refactoring of my SDL code base to support it, so I decided to just make the switch to something OpenGL-specific.
Todo List (as of 11.14.2012):
Vertex array/buffer object wrapper
Indexed geometry
Meshes
Vertex and fragment shaders
Projection matrices
High-level scene manager
Instanced geometry
- Geometry shaders
Keyboard and mouse events through GLFW
Transformation matrices for the instanced geometry
Lighting
Post-processing effects
- Shadows
Sprite wrapper
OpenGL framebuffer object wrapper
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