Tuesday, June 26, 2007

NeHE Lesson 19: Particle Engine Using Triangle Strips

I've been sitting on this one far too long. It's a nice tutorial on particles and NeHe has written a long explanation for it here. There shouldn't be anything new on the D front that warrants an explanation. If you disagree then leave me a note and I'll go over it.

The source can be found here.

Thursday, June 21, 2007

The OpenGL Pipeline Newsletter Volume 004

The newest edition of the Pipeline has been released. I've been reading it and there was a small paragraph which contains information about the recent debug stuff that has been going on in the D-OpenGL-land.

Here's the part:

More context creation options are available. In the previous edition of OpenGL Pipeline I described how we are planning on handling interoperability of OpenGL 2.1 and Longs Peak code. As a result, the application needs to explicitly create an OpenGL Longs Peak or OpenGL 2.x context. To aid debugging, it is also possible to request the GL to create a debug context. A debug context is only intended for use during application development. It provides additional validation, logging and error checking, but possibly at the cost of performance.

At last OpenGL itself will assist the poor programmer in debuggin.

Friday, June 15, 2007


After reading Daniel's excellent post here, which by the way was something I've been thinking about a little. Although not to the extend that Daniel has. But he got me working on the foundation he made in the post, and the first results can be seen here.

And thanks to h3r3tic and larsivi on #D.Tango. Without you I couldn't have done this. :)