Today I have published the first demo making use of my new C++ class library, I designed it to be very easily ported to a strict GL3 profile or to ES 2.0.
As a matter of fact, it doesn’t make use of fixed pipeline or deprecated functions at all:
- No immediate mode, only VBOs
- No use of OpenGL matrix stacks, I have my classes handling transformations and passing matrices to shaders directly
- No OpenGL lighting, only per-fragment one
- No quads or polygons, just triangles
I couldn’t release something only to show changes “under the hood”, I had to make something cool, so I decided to mix together parallax mapping (that, as you can see in the screenshot, is a lot more pronounced now) and depth of field, with the little addition of Stanford PLY mesh loading.
Mr.Fixit model and maps (the character players protray in Sauerbraten) are courtesy of John Siar, thank you John.
As usual, you can have a look to Vimeo videos (640×480, 1280×720) and download the sources.
Tags: C++, GLSL, OpenGL, post-processing, shaders

