Curvy 3D on Mac Dev Log

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Curvy 3D on Mac Dev Log

Postby Simon » Sat Jul 03, 2010 9:27 am

I'll update this thread as Curvy gets closer to a mac version :)

I'm aiming at getting Curvy running in GL as my first step towards a native OSX build. Then you should at least be able to run a GL version of Curvy under Wine, or perhaps WineBottler.

Current Status: I have a GL viewport launching from Curvy. Currently with some paper aeroplanes flying round (using a GLUT demo!)

Now I am starting the long job of extracting the bulk of the Microsoft Windows code - namely Afx & MFC classes, types and functions. While this work might be simpler that the DirectX to OpenGL side of things it is a slow grind through 1000's of changes.
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Postby Simon » Mon Jul 05, 2010 6:22 am

I've been adding a new indirection layer to Curvy so most of the program won't know if it is running on OSX, Linux or Windows and only a few key parts have to interact with the underlying operating system.

I'll try to do the same thing with DirectX & OpenGL too - but if it all goes well I might switch the Windows version over to OpenGL too one day.
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Postby mykyl » Mon Jul 05, 2010 7:05 am

Simon,

This is good to hear. Looking forward to seeing how much Curvy will help me again as a full member of my pipeline.

Cheers

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Postby Mr.Nemo » Mon Jul 05, 2010 10:48 am

As am I. Just curious, why go with OpenGL as a full switch? OpenGL is out-dated these days and I believe Dx has much more power and flexibility. Although, I'm probably wrong on that speculation. However, it is good to hear that your making progress. Your pretty much incorporating your own version of HAL but on the software side.... SAL? Haha.
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Postby Simon » Mon Jul 05, 2010 4:15 pm

Last time I did this kind of conversion it was GL to DX, so it is funny doing the other way round for a change. Even then I still kept the GL style of doing things because it is very simple and friendly for day to day coding.

DX is wandering off on a different path... DX10 and 11 are restricted to certain versions of Windows OS so they are not helpful. I have to use DX9 for compatibility, and even then it drags in 30MB of install files into the Curvy installer.

The main reason for GL is to see if I can get better performance on the Linux and OSX versions - but it I like it there may be no point maintaining two versions of the renderer in parallel.
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Postby Mr.Nemo » Tue Jul 06, 2010 2:07 am

Makes sense. Why make it super hard for yourself specially since DX is doing that. I was not aware, but then, I don't program really. :p .
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Postby Simon » Sat Jul 10, 2010 2:01 pm

I'm teasing out all the Windows code still. Getting closer to a platform-independant version gradually.
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Postby Simon » Sat Jul 10, 2010 11:28 pm

I have the Curvy code running in a Windows free, OpenGL ready version. It is about 1% functional at the moment but I forsee that will improve rapidly now :)
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Postby Mr.Nemo » Sun Jul 11, 2010 1:57 am

Very excited about this. I have free time at work and I would love to curvy it up! I even got my wacom tablet working in linux.
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Postby sculptor » Sun Jul 11, 2010 9:25 am

its all rather tricky :)
i suppose aiming for maximum platform and hardware compatibility
makes the most sense.

I imagine keeping the core of curvy in a safe and usable format is the crucial thing (it's basic algorithms etc)

from a personal point of view i would love to see the day that i could run all my applications on a linux machine.

opengl must require a lot of low level coding but at least it is some form of standard.
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Postby Simon » Sun Jul 11, 2010 12:25 pm

The core of Curvy is the easiest bit to port :) it is all the GUI and file access that is the tricky bit. I've moved on to converting DirectX to OpenGL now, so hoping to get some results on screen soon!
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Postby Simon » Sun Jul 11, 2010 10:51 pm

I have viewports in GL (the thin blue outlines), loading textures and models. Next step some actual 3D rendering.
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Postby Mr.Nemo » Mon Jul 12, 2010 10:23 am

Very awesome! Although... I really hate to say it, but I screwed up my laptop MBR while trying to install windows after linux. I tried to fix it but with my laptop unable to boot to flash drive, couldn't fix it. Right now, I just have Windows but will be putting Linux as dual boot later on today. Going to try Kubuntu this time.
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Postby Mr.Nemo » Tue Jul 13, 2010 6:34 am

I have my dual boot system working %100 now. Took 3 tries to get Kubuntu installed. The install wouldn't partition right. Ended up having to partition in Windows then installing Linux. :)
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Postby Simon » Tue Jul 13, 2010 8:38 am

That's cool. I think the next step will probably be Curvy working in Open GL with minimal Windows code - working under Wine on Linux & Mac. I'm looking forward to finding out what kind of performance the GL version gets (and of course it will be good to get the Wine version working again!)

The full Mac port will be a bit more complex.
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