I started looking again at the GLFW library yesterday. I do really like the API. Somehow it's nicer than SDL's. The only thing missing is a better support for image loading.
I remembered using a D binding for GLFW once and tried to find it. In the end I found it in the Schooner project in dsource, but it hasn't been updated in a long time. Plus it uses Phobos. I thought about trying to update and convert it to Tango for about a second or two, and then decided to do Derelict bindings for it instead. They are easier to maintain, but the downside is that you need to lug around the shared library for it.
I used the latest release of GLFW (2.6), and only tested things with a simple test application on Windows XP.
So if you like the framework go grab the D bindings from here.
Windows users please read the readme file.
Friday, April 4, 2008
GLFW Derelictified
Thursday, March 20, 2008
NeHe Lesson 25: Morphing & Loading Objects From A File
Somehow I found time to do the next one too. This was pretty fun one as well. I love the morphing effect. And I like the simpleness of the code compared to the c/c++ version. :)
I left out the Object struct as the D version didn't need the field for the number of vertices, and then there wasn't anything else left than the array itself. So now there are just arrays of Vertices.
I also put a static opCall in the Vertex struct, although it isn't strictly necessary.
And as with the lesson 10, the datais imported into the binary at compile time, so no file i/o is needed.
You can check it out here.
NeHe Lesson 24: Tokens, Extensions, Scissor Testing And TGA Loading
A new lesson done. Yay! I should have called this one the Extensions and Scissor Testing lesson, because I left the TGA stuff out and the token thingy was replaced with a call to split. But I wanted to keep to the pattern with the lesson titles.
I changed the code to initialize the texts only once and not every draw-call. Better that way. Otherwise there isn't that much new stuff. Then glScissor call is pretty simple.
See the code here.
Tuesday, January 22, 2008
NeHe Lessons Updated
It's been a while. Life has been busy. Haven't had the time and energy for coding at home. Although I still follow the happenings in the D world. And because of that I've updated all the NeHe lessons to work with the latest version of Tango. I'll try to get more done during the coming spring, but can't promise anything as there are lots of things happening at the moment.
Happy new year and all that. =)
Monday, October 8, 2007
NeHe Lesson 23: Sphere Mapping Quadrics In OpenGL
The 23rd lesson is finished. Nothing special on the D-front in this one. Go read the the text here.
Then grab the code from here.
Wednesday, October 3, 2007
NeHe Lesson 22: Bump-Mapping, Multi-Texturing & Extensions
Oh, it's been a while from my last post. Been busy with the life outside of computers.
The next lesson has been done for a quite a while now, except for a small bug. When displaying the cube with mip-mapped textures the texture is not drawn for some reason. Today I got the drawing working, but it introduced a another problem. The fix was to remove the texture flipping and rotating code from the initGL function. This has the effect of displaying the logos upside down and as mirror images, but now the mip-mapped cube is displayed correctly.
If any of you has any idea how to fix this small problem, let me know so I can fix it. Otherwise I'll move on to the next lesson.
The NeHe's lesson can be found here.
Btw, I've kept the broken mip-map version in the repository as I think it's a smaller problem than upside down logos.
Monday, August 20, 2007
NeHe tutorials ported to D news post
There is a news post of D in general and my NeHe lesson ports on http://nehe.gamedev.net. =)
Direct link: here.