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How to combine OpenGL and EDGELIB drawing?

PostPosted: Jun 25, 2008 @ 10:41pm
by ohanoda

PostPosted: Jun 26, 2008 @ 11:36am
by edge

PostPosted: Jun 26, 2008 @ 9:58pm
by ohanoda

PostPosted: Jun 27, 2008 @ 8:52am
by edge
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.

PostPosted: Jun 27, 2008 @ 10:27pm
by ohanoda
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

PostPosted: Jun 30, 2008 @ 3:39pm
by edge
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.