Two more libs are available in the VS*L framework. With these new additions it is possible to use Assimp to load 3D models, and render them with core OpenGL. The libs store the meshes in VAOs, and use VSShaderLib and VSMathLib to simplify the rendering with shaders with almost any uniform variable configuration.
VSML has been renamed to VSMathLib. Too many libs in the pipeline to keep naming them with a single letter
The M stood for Matrix, yet as now the library also contains vector operations, I think the new name fits better with the content.
Another addition is the availability of the normal and projection-view-model matrices. These are commonly used in shaders, and it doesn’t make sense to keep computing it for every vertex.
Finally, the lib now works with the VSShaderLib to provide a more general method for uniform variable settings.
Bug reports are most welcome.
Shaders are the core of the rendering process. OpenGL core profile requires us to provide our own shaders, no more fixed function.
Using shaders means more flexibility, but it also implies more work. This is where this lib steps in.
VSShaderLib was designed to make our life easier. It allows to create programs, load shaders from files, associate vertex attribute names with locations, and work with uniforms, including uniforms in named blocks. It also provides access to the info logs.
A page has been added to the GLUT Tutorial with all the source code and Visual Studio 2010 projects available to download. Check it out here.
FixStars has just released their OpenCL book online. This book has been available in Amazon and other stores and now its free. The sample code is also available..
Jason L. McKesson has completed a new section on his online book. This section covers Texturing.
The free talks from GDC events all the way back to 1996.
Debugging is something we all do. It is one of those things we can’t escape…
Tools like Visual Studio are very powerful for debugging purposes and provide lots of debug options and information. However most of us don’t master these tools properly. If this is the case then you might want to take a look at this tutorial by Abhijit Jana.
“The Kinect for Windows SDK beta is a programming toolkit for application developers. It enables the academic and enthusiast communities easy access to the capabilities offered by the Microsoft Kinect device connected to computers running the Windows 7 operating system.
The Kinect for Windows SDK beta includes drivers, rich APIs for raw sensor streams and human motion tracking, installation documents, and resource materials. It provides Kinect capabilities to developers who build applications with C++, C#, or Visual Basic by using Microsoft Visual Studio 2010.“