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 portray in Sauerbraten) are courtesy of John Siar, thank you John. 😉