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minxomat

OpenGL UDFs (2.0) for AutoIt - Examples included

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minxomat

Hi!

(I'm looking forward to release my stuff here, so this is the first part.)

I've messed around with the existing OpenGL functions and wrote a new set of UDFs for OpenGL + AutoIt. The project was only hosted in the german forum for a long time, but i've decided to share it with you, too.

The code is 50/50 german/english commented, but users with a bit of OpenGL knowledge are able to understand the 9 examples I've wrote. They are numbered from 1 to 9. The higher the number, the more complex is the example. Thanks trancexx & Matwachich for their examples btw ;)

Some 64Bit machines my need to compile the examples as 32Bit, but it should work otherwise, too.

This project is not yet finished. It works though, but we have big plans for the near future. We are currently connecting OpenGL with the ridiculously speed of OpenCL. We are finally able to power all 8 cores of an AMD FX CPU or all the 1,5k Cores in a NVIDIA graphics card at once with AutoIt using C Kernels, achieving maximum speeds with parallel processing.

Download:

You can either click here to download the zip directly or type "wpt-get install ogl4au3-2.0" if you have wpt installed.

Posted Image

Have fun :graduated:

Edited by minx
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saipraveen

Can one say me how to get the Opengl version of a system using auotit...can Dll call can be used.

help is kindly needed.

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minxomat

AutoIt uses 1.1. The version you can use is determined by your graphics card. I believe this question doesn't really belong here. :mellow:

Edited by minx

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twitchyliquid64

<troll>

I thought Autoit was at version 3 ....

</troll>


ongoing projects:-firestorm: Largescale P2P Social NetworkCompleted Autoit Programs/Scripts: Variable Pickler | Networked Streaming Audio (in pure autoIT) | firenet p2p web messenger | Proxy Checker | Dynamic Execute() Code Generator | P2P UDF | Graph Theory Proof of Concept - Breadth First search

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minxomat
:ph34r: i thought it was pretty clear. Testing it would be much more helpful o:)

I will answer every single PM, and you are free to ask anything anytime.

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matwachich

Happy to see you are continuing my discontinued work!

I really like all what is in relation with OpenGL, but I don't have time to complete the UDF.

PS: Have you added/implemented other functions that implemented?

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minxomat

Jep. I've just Auto-Parsed a few functions as well as implement new functions to make usage easier. Behind the scenes there are much more WIP function affecting OpenCL+GL combinations. It is really amazing to see wich speed could be achieved using C-Kernels directly with the GPU / CPU.


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loris2222

I wonder if someone can translate this to an UDF similar to the Au3GlPlugin T2 by A. percy, with its simplicity and tidiness... it would be fantastic!

Edited by loris2222

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matwachich

This UDF is not intended to simplify OpenGL, is't intended to export the OpenGL's API functions to be able to make low level OpenGL apps

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loris2222

Sure, I understood that, but you know that using this to create graphics is hard and almost impossible, except for very simple examples like the attached ones.

Sorry for my bad english :)

Edited by loris2222

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minxomat

So it is your task to write a 3D Engine wich is a different thing than a Low-Level-API like OpenGL. If you want famous graphics with little code and without the possibility to use little tweaks then use Irrlicht oder something similar ;).

I've tested the T2 Plugin. In my opinion it is rater unuseful, because you have absolutly no possibility to use OpenGL / GLUT etc. standard effects & functions wich are necessary for serious development. It is more a inclomplete 3D Engine than a OpenGl Wrapper.

Edited by minx
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loris2222

Well, i meant an UDF/plugin just a step over the GL, obviously some aspects will be removed because of the higher level, but they can be managed by the UDF functions directly. Like others here i would like to create the engine, not to use Irrlicht :)

Probably it can be done with just an "object manager" and a "camera manager".

Edited by loris2222

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chesstiger

There are several prototypes how a engine could be build. One is with such managers. Then you will need a Scene-manager including Light, Objects, Matrices, Materials, Quadrics etc. That is a PITA challenge :D

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loris2222

No, no, i WANT to create that Scene-manager, i did it with T2 Plugin, but it's a bit slow when adding several objects and it's very difficult to bind textures...

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loris2222

Would help me, giving some advice to evolve this into an high level library...

Edited by loris2222

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minxomat

Well, basically it is a good idea. Just wait 'til the next update. OpenCL handling, doing multicore-processing on GPU and CPU will be high level stuff. Wait and see, if you could manage that with your level of experience. If you are still willing to develop this manager after the update, i would, of course, help you in my rare spare time ;)

Edited by minx

I will answer every single PM, and you are free to ask anything anytime.

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