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peterb:
--- Quote from: Houshalter ---
--- Quote from: peterb ---I've seen the GDI sample, they remind me of the pen up and pen down commands of logo, which i never was a fan of..
--- End quote ---
You mean turtle graphics? Whats wrong with them?
--- End quote ---
I had to learn logo at school while i had at home an MSX in those days (which was graphically way more advanced).
It might be something else too, i never like penwidth or patern fills, i like 32bit collors when they where available.
ANYWAY i found something COOL
Its called BASIC4GL (google for their wiki space and download it from there, the main site seams to be offline).
A basic compiler with openGL language support, the basic isnt as advanced as vb6 or vb.net, but it does do fast openGL...
So now i can experimenting drawing in OpenGL before i write somekind .net program to get familiar with openGL.
Numsgil:
--- Quote from: peterb ---HMM
GL_Line_Loop
thinking of something fast to create n sides (its slow to do all with cos and sin) ,
basicly a quarter of a circle, or even maybe 1/8 is enough to get all X,Y positions ... hmm thinking fast routines no (zero) divisions and re-using values, and arrays.
--- End quote ---
Yeah, you'll want to use a line loop probably. You can bake the vertices into a display list. That's being pretty old-school but it's fairly easy to set up vs. the speed you'd get.
--- Quote from: peterb ---Numsqil what do you think of this :
idea for openGL
The more precize the circles are, the less circles you have to draw since the viewscreen is zoomed in..
So .. ideas get more complex, but also you dont have to draw anything outside the current viewscreen (speeding things up).
I'm not sure if the program needs to know what is inside the viewscreen (vb.net could be aware of that).
So a circle routine has to be aware of the zoom scale.
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That's how I'd do it using the fixed function pipeline in OpenGL (as opposed to shaders) for highest quality graphics. But it's a bit of an effort to code up.
--- Quote --- for some simple math testing for this i'd like to have a... simple language to draw.. duh.
hmmm i'm beginning to wonder if c++ might be more easy for this all together, as might tackle to many problems at once.
--- End quote ---
Did you get Tao working? I found it very easy to use. The only hard part was adding the Tao graphics control to a winform (hard as in tricky to navigate through all the menues and everything). You can probably steal one of the NeHe tutorials as a starting point. I think the C# source code for them uses Tao.
peterb:
--- Quote from: Numsgil ---
--- Quote from: peterb ---HMM
GL_Line_Loop
thinking of something fast to create n sides (its slow to do all with cos and sin) ,
basicly a quarter of a circle, or even maybe 1/8 is enough to get all X,Y positions ... hmm thinking fast routines no (zero) divisions and re-using values, and arrays.
--- End quote ---
Yeah, you'll want to use a line loop probably. You can bake the vertices into a display list. That's being pretty old-school but it's fairly easy to set up vs. the speed you'd get.
--- Quote from: peterb ---Numsqil what do you think of this :
idea for openGL
The more precize the circles are, the less circles you have to draw since the viewscreen is zoomed in..
So .. ideas get more complex, but also you dont have to draw anything outside the current viewscreen (speeding things up).
I'm not sure if the program needs to know what is inside the viewscreen (vb.net could be aware of that).
So a circle routine has to be aware of the zoom scale.
--- End quote ---
That's how I'd do it using the fixed function pipeline in OpenGL (as opposed to shaders) for highest quality graphics. But it's a bit of an effort to code up.
--- Quote --- for some simple math testing for this i'd like to have a... simple language to draw.. duh.
hmmm i'm beginning to wonder if c++ might be more easy for this all together, as might tackle to many problems at once.
--- End quote ---
Did you get Tao working? I found it very easy to use. The only hard part was adding the Tao graphics control to a winform (hard as in tricky to navigate through all the menues and everything). You can probably steal one of the NeHe tutorials as a starting point. I think the C# source code for them uses Tao.
--- End quote ---
I first need to get a bit known with openGL so i first will play with that other basic variant, since it understands native opengl commands
Later i will use TAO,... yep i allready been reading about that part seamed complex to me too, how to get it into a form/picturebox ..first openGL it is.
OH BTW just woke up with another speed improvement idea (not sure if it is allready used)
We only need to calculate with sin / cos after a colission, we dont have to do it each time.
.. and apparently opengl does understand movement to (matrix movements, and matrix turns)....
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