Currently I m thinking to create 2 KGL API. In the same way of directX with direct2d and direct3d, I suggest KGL2d and KGL3d.
KGL2d should be the current work and a lot of work from Rivo.( shaders, fps counter, camera()). I changed some part of kgllib code to insert inside KGL2d. Now KGL3d will use OGRE. Ogre is the perfect lib that I found! It's a 3d engine only, then it can work with KAL and KCL. It's compatible with qt and it's compatible with openGL ES. I m currently trying to make a KGLOgreWidget. In this way KGL3d will have the powerfull of OGRE and ODE.
small resume : KGL2d = QtOpenGL with Items+kgllib code+ Box2D physics engine. KGL3d = Ogre + ODE physics engine.
Then We need some renaming : I suggest for example : KGL2dView for 2d rendering KGL3dView for Ogre rendering
Or maybe : KGL2dView and KGLOgreView...
So, we need to discute about it. But now, I think it's very possible to port gluon to maemo 5.. Maybe we can ask the question to Nokia and win a Nokia N 900 ? :) :) :)!!
Le 6 oct. 2009 19:10, Rivo Laks <rivolaks@xxxxxx> a écrit : > My previous attempt at replying seems to have gotten lost so here's another > > attempt: > > > > Ühel kenal päeval (laupäev, 26 september 2009) kirjutas idk: > > > Hello , > > > > > > Maybe you know the lib called "kgllib" developped by rivo lakes. I take a > > > lot of stuff from it to create gluon KGL. > > > kgllib provides many same class as us : > > > > > > GLTexture => KGLTexture > > > GLShaders => KGLShaders > > > GLWidget=> KGLView > > > and more... > > > For the most part, there are more complete as gluon/KGL. > > > > > > Kgllib provides an easy way to create 3d mesh, camera ... that can not > > > gluon:KGL. Inversaly gluon::KGL use items and item's manager by KGLEngine. > > > And physics.... > > > So, I think, we should make a fusion between both projects. It's not hard > > > to make KGLItem with kgllib. And it will more easy to use ODE on it... > > > That's a hard refactoring... but not impossible... > > > So currently it's just a thinking of myself.. I just want to say, I > > > couldn't do it alone.... ! > > > > Hi > > > > I like the idea of using KGLLib in Gluon. > > I'm not sure about merging them into a single project though. The way I see > > it, KGLLib is more low-level than Gluon, providing mostly just the basic > > building blocks such as texture, shader, camera, etc classes. Gluon seems to > > be a higher-level library, providing item classes and scenegraph functionality > > (similar to QGraphicsView, but made for using with OpenGL).. > > > > I think we should consider building Gluon on top of KGLLib. This way, you > > would still get to use KGLLib's functionality without copying its classes. And > > KGLLib would remain a lower-level library which might be useful in case > > someone doesn't need all the functionality provided by Gluon. > > If you're concerned about adding another dependancy, it might be a solution to > > have a snapshot of KGLLib inside Gluon's source tree. The relevant parts of > > KGLLib are quite small so it shouldn't be much of a problem. > > > > I don't have time to do the full conversion myself, but I could definitely > > help if you decide to do it :-) > > > > Rivo >