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Re: [LUG] Laptop for OpenGL

 

On 12/12/2011 20:43, Robin Cornelius wrote:
On Sun, Dec 11, 2011 at 3:47 PM, Chris Tipney<chris@xxxxxxxxxx>  wrote:

Again I will need to get more information from the tutors about what they
are after in terms of realism, for now I am just trying to get a idea of the
size of the task assuming for now that the priority is to get the model to
follow instructions in real time.
Then concentrate on getting the bones to work, if you have a bone
model and can rotate bones about parents and display a simple
wireframe of this with joints indicated then you can concentrate on
the crux of what you are after. Adding a real mesh to the bones later
is just stuff that can be added on to make it pretty (although if you
can find a model to start with with mesh and skeleton you are on to a
winner)
Good advice - I will start by looking for a bone model to get me going and useful as a 'learning' exercise for OpenGL.
I know this a 'how long is a piece of string question' but I'm curious to
know how long it took you to get comfortable at working with  at OpenGL -
just simple graphics.
Although i've got a reasonable amount of programming experience and
understood 3d concepts fairly well from years contributing to
secondlife, i had stayed away from opengl until i did the avatar
rendering. And we pretty much threw that together in a few weeks from
nothing with no opengl experience. We did it in .net/mono using OpenTK
which provides opengl wrappers for .net (as well as some other things)
but for rapid application development and throwing things together, i
highly recommend it, but as always languages are a bit of personal
taste and experience.
Once again thanks for the info - I'll have a play with the various options ....

Cheers,

Chris



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