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Author Topic: LazGLCanvas and LazGLControl  (Read 8173 times)

derek.john.evans

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LazGLCanvas and LazGLControl
« on: August 13, 2015, 06:04:26 pm »
As a side project of a side project, I wanted a TCanvas derived class for rendering to OpenGL. It's not a new idea, but I cant find one that inherits from TCanvas.

So, I wrote one. It does everything I need, but if you want to use it/extend it, feel free.

http://www.wascal.net/bin/LazGL.zip

It still needs a lot of work, so I'll be updating it over the next few weeks. If you want to help, there are a bunch of tests in LazGLTests which you can add to, or choose some graphics commands you would like to code. the idea is to code a function in LazGL, and then map a TCanvas method to that function in LazGLCanvas

Handoko

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Re: LazGLCanvas and LazGLControl
« Reply #1 on: October 06, 2015, 05:44:06 pm »
Hi Geepster, this project is what I was looking for. Unfortunately I missed it and now already written my own OpenGL Control components. But it will be interesting to try your components.

I tested your example file and found that it didn't render correctly on my Ubuntu 15.04 64-bit + NVidia graphics machine:
« Last Edit: October 06, 2015, 06:08:16 pm by Handoko »

Akira1364

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Re: LazGLCanvas and LazGLControl
« Reply #2 on: January 12, 2017, 04:28:50 pm »
Was taking a break browsing through some old threads, and when I saw this one I was like "hey, that screenshot looks familiar".... I don't know if you already know this, but your code has been adapted into CodeTyphon. They call it "TOpenGLCanvas". 100% the same library, although they seem to have modified some of the "lgl" functions, and also combined all the units into one. You might not even mind that they did this (I probably wouldn't if it were me) but I just thought I'd let you know.

derek.john.evans

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Re: LazGLCanvas and LazGLControl
« Reply #3 on: January 12, 2017, 04:54:24 pm »
Thats kinda cool. It was just a silly idea I came up with, but, it needs work, so its a good thing.

I've decided to move away from native code, and into the JVM world.

FPCJVM is so cool. A little buggy, but hopefully issues get fixed in the next year.

Im writing up a JVM compatible RTL/VCL/LCL style library, and a simple editor (Written in FPCJVM) called Cheetah.

First version should be done in about a month. When im done, I'll be writing everything as JAR's. So, no more recompiling for me :-)

Source development is here:
https://sourceforge.net/projects/javavcl/

Im still in planning/design mode.
« Last Edit: January 12, 2017, 05:00:53 pm by Geepster »

lainz

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Re: LazGLCanvas and LazGLControl
« Reply #4 on: January 12, 2017, 05:16:14 pm »
Nice looking. I also did some opengl controls for lazarus with bgrabitmap
http://forum.lazarus.freepascal.org/index.php/topic,34534.0.html

DonAlfredo

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Re: LazGLCanvas and LazGLControl
« Reply #5 on: January 12, 2017, 05:33:35 pm »
@Geepster
Cheetah is a very nice effort ! I hope you will succeed !!

Leledumbo

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Re: LazGLCanvas and LazGLControl
« Reply #6 on: January 12, 2017, 06:50:53 pm »
Thats kinda cool. It was just a silly idea I came up with, but, it needs work, so its a good thing.

I've decided to move away from native code, and into the JVM world.

FPCJVM is so cool. A little buggy, but hopefully issues get fixed in the next year.

Im writing up a JVM compatible RTL/VCL/LCL style library, and a simple editor (Written in FPCJVM) called Cheetah.

First version should be done in about a month. When im done, I'll be writing everything as JAR's. So, no more recompiling for me :-)

Source development is here:
https://sourceforge.net/projects/javavcl/

Im still in planning/design mode.
My, you even build swing based IDE with it? Nuts... :o

 

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