TinyGL: FBO, Shaders and futur improvements
  • Paladin of the Pegasos
    Paladin of the Pegasos
    koszer
    Posts: 1184 from 2004/2/8
    From: Poland
    Quote:

    tolkien wrote:
    A question...
    How is the general fund managed?


    I guess when the total amount gets to 8000 EUR the general fund gets redistributed between the "unfinished" projects.
    Still - wouldn't it be better to get at least one of the projects to 100% so that Bigfoot could start working on something already?
  • »08.06.22 - 20:40
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  • Order of the Butterfly
    Order of the Butterfly
    ernsteiswuerfel
    Posts: 478 from 2015/6/18
    From: Funeralopolis
    Quote:

    koszer schrieb:
    Still - wouldn't it be better to get at least one of the projects to 100% so that Bigfoot could start working on something already?

    So far it looks like Targets 1 + 2 got most attention. From that point of view it would make sense to use the general funds for these two targets to get them started.

    Though bigfoot has not stated at which point he starts to work on a target. ;-) His statement reads that there will be demo and release versions in the process and he will finish a Target 3 month after it reached 100 %.
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  • »08.06.22 - 21:39
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  • IKE
  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    IKE
    Posts: 140 from 2009/11/7
    From: Southern CA
    With the General Fund applied to 1 and 2 the bounty is only about 300 Euro short of getting those started, but I don't know how it is intended to be applied. I assume it is set up for someone to contribute who doesn't really care about all the gory details but still wants to contribute.
    IKE

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  • »08.06.22 - 21:42
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  • Order of the Butterfly
    Order of the Butterfly
    tolkien
    Posts: 464 from 2013/5/29
    Quote:

    ernsteiswuerfel escribió:

    Though bigfoot has not stated at which point he starts to work on a target. ;-) His statement reads that there will be demo and release versions in the process and he will finish a Target 3 month after it reached 100 %.


    From the website:
    "The project that reaches its funding goal first will be worked on and completed first."

    I think that general fund + project 1 would be nice to start. Will see what bigfoot says.
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  • »09.06.22 - 04:42
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  • MorphOS Developer
    bigfoot
    Posts: 427 from 2003/4/11
    Thanks once again, everyone! The support is overwhelming, and I'm looking forward to dedicating a lot of time to working on TinyGL.

    Quote:

    tolkien wrote:
    A question...
    How is the general fund managed?


    I've amended the website with the following text:
    Quote:

    The general fund is for contributions where the contributor has either not specified a specific project to fund, or where the contributor has explicitly left it up to me to decide which project to allocate it to. The general fund will be used to make up for gaps in contributions assigned to a specific project.


    Which ties in with...

    Quote:

    koszer wrote:
    I guess when the total amount gets to 8000 EUR the general fund gets redistributed between the "unfinished" projects.
    Still - wouldn't it be better to get at least one of the projects to 100% so that Bigfoot could start working on something already?


    Quote:

    ernsteiswuerfel:
    So far it looks like Targets 1 + 2 got most attention. From that point of view it would make sense to use the general funds for these two targets to get them started.

    Though bigfoot has not stated at which point he starts to work on a target. ;-) His statement reads that there will be demo and release versions in the process and he will finish a Target 3 month after it reached 100 %.


    A project doesn't need to reach 100% funding to start, and in fact I've already started working on TinyGL and the drivers. It seems clear that project 1 and 2 are the most popular so far, so those are the ones I'll give attention to right now.

    Since a project doesn't need to reach 100% funding for me to start working on it, there's also no need to directly assign the money from the general fund to specific projects.
    I rarely log in to MorphZone which means that I often miss private messages sent on here. If you wish to contact me, please email me at [username]@asgaard.morphos-team.net, where [username] is my username here on MorphZone.
  • »09.06.22 - 10:23
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  • Order of the Butterfly
    Order of the Butterfly
    ernsteiswuerfel
    Posts: 478 from 2015/6/18
    From: Funeralopolis
    @bigfoot Excellent! Thanks for the good news!
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  • »09.06.22 - 10:25
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  • IKE
  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    IKE
    Posts: 140 from 2009/11/7
    From: Southern CA
    @Bigfoot. Thanks for the clarification!
    IKE

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  • »09.06.22 - 17:07
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  • MorphOS Developer
    bigfoot
    Posts: 427 from 2003/4/11
    I guess the question of the general fund became a bit moot, because...

    Funding is now complete! thanks to all of you who contributed, and of course a special thanks to pampers who contributed a massive 5,000 euro today, immediately making the funding cross the finish line!
    I rarely log in to MorphZone which means that I often miss private messages sent on here. If you wish to contact me, please email me at [username]@asgaard.morphos-team.net, where [username] is my username here on MorphZone.
  • »09.06.22 - 18:40
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  • Order of the Butterfly
    Order of the Butterfly
    tolkien
    Posts: 464 from 2013/5/29
    Im totally speachless. Thanks soooo much Pampers.
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  • »09.06.22 - 18:50
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    beworld
    Posts: 538 from 2010/2/10
    From: FRANCE
    Waaouuu, thanks Pampers !
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  • »09.06.22 - 18:52
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  • Butterfly
    Butterfly
    waldiamiga
    Posts: 85 from 2007/7/25
    From: Krakow, Poland
    Pampers is a co-founder of morphos.pl


    Dzięki kolego!

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  • »09.06.22 - 19:04
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  • Order of the Butterfly
    Order of the Butterfly
    MoerBoer
    Posts: 175 from 2019/10/15
    Thank you very much pampers!
  • »09.06.22 - 19:06
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  • Order of the Butterfly
    Order of the Butterfly
    ernsteiswuerfel
    Posts: 478 from 2015/6/18
    From: Funeralopolis
    Wow, that escalated quickly! ;-) Many thanks pampers!

    So the Mac Mini G4 will become the new DOOM 3 gaming machine to show off. :-D
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  • »09.06.22 - 19:28
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  • Order of the Butterfly
    Order of the Butterfly
    Chain-Q
    Posts: 344 from 2003/10/12
    From: 1 AU, EU, DE/HU
    What the hell! Talk about killing the fun of a community fundraiser! :D But of course, massive thank you pampers!
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  • »09.06.22 - 19:34
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    Stevo
    Posts: 866 from 2004/1/24
    From: #AmigaZeux
    We should order a pizza for pampers ;)
    ---
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  • »09.06.22 - 19:55
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  • Order of the Butterfly
    Order of the Butterfly
    ernsteiswuerfel
    Posts: 478 from 2015/6/18
    From: Funeralopolis
    +1
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  • »09.06.22 - 20:01
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 11707 from 2003/5/22
    From: Germany
    > Talk about killing the fun of a community fundraiser!

    He seems to be developing a habit with this ;-)

    Anyway, thanks to pampers and all others who contributed.
  • »09.06.22 - 20:10
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  • IKE
  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    IKE
    Posts: 140 from 2009/11/7
    From: Southern CA
    Thanks pampers!! and bigfoot for taking this on!!!
    IKE

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  • »09.06.22 - 21:00
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    polluks
    Posts: 716 from 2007/10/23
    From: Gelsenkirchen,...
    I believed 8000 was too much for our small community...
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  • »10.06.22 - 20:22
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  • MorphOS Developer
    bigfoot
    Posts: 427 from 2003/4/11
    I just want to give a quick update on what I've been doing so far.

    First, the good news is that in the end I'm gonna be doing more improvements to OpenGL in MorphOS than promised by the bounty. I started looking at implementing the framebuffer object support, and while adding the required changes to the MorphOS header files, I came to the conclusion that the MorphOS OpenGL header files needed an overhaul, and it was better to do it right away rather than after I had already been modifying and updating the header files.

    To update the MorphOS header files, I repurposed the code I wrote to generate the MorphOS OpenGL 2.1 overview to make it automatically generate the OpenGL headers for MorphOS. What this means is that I now have a program where I can simply input which version of OpenGL I want to target, as well as which OpenGL extensions I additionally want to support, and it automatically generates the header files to support all of it. This also means that there's no longer any possibility of errors caused by human error in the standard OpenGL parts of the header files. Furthermore this also means that it will be possible to compile any OpenGL 2.1 (or older) application on MorphOS without having to potentially disable references to things MorphOS doesn't (yet) support. Every single OpenGL 2.1 function will exist in tinygl.library no matter if it's currently supported or not.

    This work also means that I've been busy implementing all the various different variants of standard OpenGL functions that have previously not been supported due to them being rarely, if ever, used. For some existing functions, I've also fixed various bugs I've found while going through the code, and in some cases I've implemented a more standards compliant behaviour.

    All in all, this should make the lives of developers who are creating or porting OpenGL apps on MorphOS easier, which will in the end benefit every MorphOS user. Even if not all of OpenGL 2.1 will be implemented and supported, this work will still bring us a lot closer to that goal than before.

    I also did promise at least one person who contributed to the bounty that I'd implement everything needed for Doom 3, and I realised that support for cube maps had been missing from TinyGL since MorphOS 3.0. I now reimplemented the cube map functionality in TinyGL as well as the R200 driver. Adding cube map support to the R300 driver is still pending, but will be done soon.

    The first project from the actual bounty to be complete will be the framebuffer object support. I think I'll be able to release the first public beta test version of the updated TinyGL and drivers, including the framebuffer object support, in around two weeks' time, but please don't take this as an exact deadline. I will probably also try to make some simple demo application to showcase the functionality, at least if I'm not running late.

    Edit: Also just wanted to mention that I've replied to all emails I've received regarding this bounty. If you've sent me an email and haven't received a reply yet, check and see if it maybe ended up in a spam folder. If it's not there either, send me a message here on MorphZone, and I'll double check on my end :)

    Edit2: Just to avoid confusion, the public beta version I'm referring to above will not have the entire bounty implemented, but only the changes that have been completed till now.

    [ Edited by bigfoot 21.06.2022 - 16:29 ]
    I rarely log in to MorphZone which means that I often miss private messages sent on here. If you wish to contact me, please email me at [username]@asgaard.morphos-team.net, where [username] is my username here on MorphZone.
  • »21.06.22 - 07:46
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  • Order of the Butterfly
    Order of the Butterfly
    Zetec-s
    Posts: 188 from 2008/7/10
    From: Cheshire, UK
    Thanks Bigfoot.

    Great to see this project progressing already, really appreciated.
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  • »21.06.22 - 08:32
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  • Order of the Butterfly
    Order of the Butterfly
    MoerBoer
    Posts: 175 from 2019/10/15
    Great work so far bigfoot!
  • »21.06.22 - 08:59
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  • Caterpillar
    Caterpillar
    eastone
    Posts: 36 from 2007/8/4
    From: Vaasa/Finland
    That's impressive, BIG THX Bigfoot!!!
  • »21.06.22 - 10:16
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  • Butterfly
    Butterfly
    Posts: 72 from 2020/12/24
    Quote:

    I realised that support for cube maps had been missing from TinyGL since MorphOS 3.0


    Yep. But notice that for full D3 support for bumpmapping and specular you need "GL_ARB_texture_env_dot3" also. Don't know to what extent cubemap and dot3 go hand in hand.

    This is for the non-shader renderer option. Most likely shaders have it already in the specs.

    For the "important" TexGen functionality AFAIK the only combinations used are:

    Code:
    qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
    .
    .
    etc.

    qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
    .
    .
    etc.

    qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() );
    .
    .
    etc.


    [ Edited by Cowcat 21.06.2022 - 11:23 ]
  • »21.06.22 - 10:22
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