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Group: All ... except covered in other channels [web-public] | ||
BrianW: 8-Feb-2005 | switching the search to "opengl" brought this up near the top: http://www.rebol.org/cgi-bin/cgiwrap/rebol/ml-display-thread.r?m=rmlDHPC | |
Group: Ann-Reply ... Reply to Announce group [web-public] | ||
BrianH: 24-Aug-2010 | Anything that requires traditional I/O (not OpenGL or DirectX) will have a lot of variation on Windows. Video games use timers and delays to get consistent behavior. | |
Maxim: 25-Oct-2010 | I am unable to get the external dll working when doing a Release level build. it compiles without any errors... but when running the same script which is working in debug mode, I get this error in the console: ** access error: cannot open: %opengl-cgr.dll reason: "not found or not valid" very strange | |
Henrik: 27-Oct-2010 | closer to 2-5 fps here, but probably due to software OpenGL | |
Henrik: 27-Oct-2010 | (strange that it runs now, when I was warned before that OpenGL wouldn't work) | |
Maxim: 27-Oct-2010 | wrt resize, yes that is on purpose. it allows me to test events within and without the opengl. | |
Maxim: 27-Oct-2010 | and yes it is strange that it works now and didn't work before! I didn't change any of OpenGL code, though I had a serious memory corruption issue, so its possible that on your system, that translated to some bogus system call. | |
Henrik: 27-Oct-2010 | it has been behaving strangely just yesterday (openGL issues) and today (network flakey), so I'm not even sure it will keep working. :-) | |
Group: RAMBO ... The REBOL bug and enhancement database [web-public] | ||
shadwolf: 3-Jun-2005 | the point is that making bridge betwen rebol script and librari in the way it is actually done is good for tiny simple library but very a tremendous work when it touch to heavy complicated library that intent to abstract from the os consept and give the same way to code on any OS/material. Mostly Opengl and GTK for example. Both libraries are heavy (lot of libs lot of struct lot of types lot of dependencies that needs a bridge too). For OPENGL you have two way to work or you make a OS based I/O and windowing system example gdi32.dll user32.dll for windows or xlib.so for Linux and then exploite gl* function that are stored in the openGL.so/dll or you use the related to opengl portable set of libraries to handle window drawing and Mouse/Keyboard events glut.dll/so. The fact that a librarie portable must be a library the abstract from the OS dependencies make them very complicated to handle. AS we don't have the same coding effort on library bridge coding than other language because many reasons in witch the fact that library loading is a Pro functionnality and maybe too because the system is not enought developped. It's easier to make a library bridge for a language when this language allows type creation and have based type in this language that feets with the one in C/C++ | |
Group: Core ... Discuss core issues [web-public] | ||
shadwolf: 14-Jan-2005 | If I take Cal Dixon's libopengl.r software for example we clearly notice that it only use the multi float functions in opengl and not the vectorial float functions that leads me to think glColor3fv( my_colors[ 0.3, 0.5, 0.0 ]) kind of function are un explotable as is in rebol and many are the external libray that deal with array of data for arguments instead of fractionnal multi datas | |
Geomol: 19-May-2006 | I'm using this feature in the OpenGL API, I'm working at. Maybe I could do a late reduce, when accessing the inner blocks. | |
Geomol: 19-May-2006 | I already have some OpenGL examples from the red book of OpenGL running in REBOL syntax. It's funny to see those examples in REBOL with the minor syntax. :-) I have no real idea of performance yet, I need heavier examples for that. | |
Geomol: 19-May-2006 | james, no C syntax. I'm making a REBOL version of the OpenGL API with REBOL syntax. Users will be able to use normal REBOL and call OpenGL functions (with REBOL syntax). | |
JaimeVargas: 19-May-2006 | John, Is your opengl api rendering in a rebol window or face? | |
Geomol: 19-May-2006 | The commands are sent to a C program (task), that'll execute the OpenGL code. So the C program owns the window, not REBOL. | |
Geomol: 20-May-2006 | james, no. It's from 2 different programs. The datastructure is just used in one example. Some OpenGL commands take pointers to datastructures as a parameter. | |
Geomol: 20-May-2006 | You can see the full example here: http://home.tiscali.dk/john.niclasen/OpenGL/GLClient.html First you have the C source, and below that the REBOL source, that'll do the same thing. I first thought about putting a REDUCE in, where vdata is defined, but I've changed my mind. The glVertex3fv function has to reduce it's argument. | |
Geomol: 20-May-2006 | Yes, it should be possible to call my OpenGL functions from an engine like that. That's the sort of things, I'm going to use this for. Only thing is, that the OpenGL window is inside a C execute, so you can't put REBOL controls (view stuff) in there. But you can then just have 2 windows. | |
Geomol: 20-May-2006 | One window with OpenGL output and another window with REBOL buttons etc. to control the thing. | |
Group: Parse ... Discussion of PARSE dialect [web-public] | ||
Maxim: 16-Dec-2009 | my goal is to get the host code and OpenGL headers past the parsing phase. once that is done, I'll start work on adding the production phase. I still have to write the pre-processor, but that in fact is pretty straight forward. there are little rules and they are much more static and well defined on the MS web site. | |
Group: Syllable ... The free desktop and server operating system family [web-public] | ||
Kaj: 31-Aug-2005 | Another thing is that Arno considered using OpenGL for this, but according to him, the OpenGL API is not suitable for multithreading, at least not to the extent that we need it at this low level in Syllable | |
Kaj: 3-Sep-2005 | If you're interested in the video driver framework, we're now having an excellent discussion on the mailing list about how to integrate OpenGL: | |
Kaj: 7-Nov-2005 | Probably comparable to the first stages of REBOL/Core years ago. On the other hand, it also has some much newer functionality already implemented. It has a simple interface to QT on Linux and the beginnings of an interface to OpenGL | |
Kaj: 21-Oct-2009 | Maxim, the OpenGL situation in DirectFB is still quite unclear | |
Kaj: 21-Oct-2009 | DirectFB 2, with OpenGL support, still seems to be just a plan | |
Kaj: 21-Oct-2009 | There's an old OpenGL extension that was revived a year ago and then again not updated. If it works, it probably only supports hardware acceleration on one old video chip | |
Kaj: 21-Oct-2009 | So it looks like for some time to come, you will still need X11 for hardware accelerated OpenGL | |
Kaj: 21-Oct-2009 | Software OpenGL should be possible on SDL, though, for testing or low speed requirements | |
Group: Linux ... [web-public] group for linux REBOL users | ||
Pekr: 14-Nov-2006 | Conclusion from all those tests is that right now Qt is leaps ahead of any other vector graphics framework in terms of raw performance. Nothing comes even close. Qt's OpenGL engine is so fast it's basically unfair to compare anything else to it. | |
Evgeniy Philippov: 26-Jan-2012 | hardware rendering --- it has OpenGL, FrameBuffer and some other no-X ways... i don't know | |
Evgeniy Philippov: 26-Jan-2012 | I mean no-X OpenGL and no-X Framebuffer. Maybe that diagram is misleading but maybe it is not misleading | |
Evgeniy Philippov: 27-Jan-2012 | One of the details I left out in the above overview is how clients actually render under wayland. By removing the X server from the picture we also removed the mechanism by which X clients typically render. But there's another mechanism that we're already using with DRI2 under X: direct rendering. With direct rendering, the client and the server share a video memory buffer. The client links to a rendering library such as OpenGL that knows how to program the hardware and renders directly into the buffer. The compositor in turn can take the buffer and use it as a texture when it composites the desktop. After the initial setup, the client only needs to tell the compositor which buffer to use and when and where it has rendered new content into it. This leaves an application with two ways to update its window contents: 1. Render the new content into a new buffer and tell the compositor to use that instead of the old buffer. The application can allocate a new buffer every time it needs to update the window contents or it can keep two (or more) buffers around and cycle between them. The buffer management is entirely under application control. 2. Render the new content into the buffer that it previously told the compositor to to use. While it's possible to just render directly into the buffer shared with the compositor, this might race with the compositor. What can happen is that repainting the window contents could be interrupted by the compositor repainting the desktop. If the application gets interrupted just after clearing the window but before rendering the contents, the compositor will texture from a blank buffer. The result is that the application window will flicker between a blank window or half-rendered content. The traditional way to avoid this is to render the new content into a back buffer and then copy from there into the compositor surface. The back buffer can be allocated on the fly and just big enough to hold the new content, or the application can keep a buffer around. Again, this is under application control. In either case, the application must tell the compositor which area of the surface holds new contents. When the application renders directly the to shared buffer, the compositor needs to be noticed that there is new content. But also when exchanging buffers, the compositor doesn't assume anything changed, and needs a request from the application before it will repaint the desktop. The idea that even if an application passes a new buffer to the compositor, only a small part of the buffer may be different, like a blinking cursor or a spinner. | |
Evgeniy Philippov: 27-Jan-2012 | In computing, the Direct Rendering Infrastructure (DRI) is an interface and a free software implementation used in the X Window System to securely allow user applications to access the video hardware without requiring data to be passed through the X server. Its primary application is to provide hardware acceleration of the Mesa implementation of OpenGL. It has also been adapted to provide OpenGL acceleration on a framebuffer console without an X Server running. http://en.wikipedia.org/wiki/Direct_Rendering_Infrastructure_(DRI) | |
Kaj: 31-Jan-2012 | As far as I know, DRI requires 3D support. DirectFB supports 2D hardware and drivers. It can be combined with OpenGL | |
Kaj: 31-Jan-2012 | It's quite possible that the OpenGL combination requires DRI | |
Group: AGG ... to discus new Rebol/View with AGG [web-public] | ||
Cyphre: 5-Jun-2006 | The transformation handling is more simmilar to OpenGL in that way. See some OGL docs to get the idea and you will see the benefits. | |
ICarii: 4-Jun-2007 | at present I am re-writing all controls in draw only mode so that when we eventually get access to OpenGL surfaces I have less pain :) | |
ICarii: 9-Jun-2007 | although OpenGL plugin would simplify that a thousandfold | |
shadwolf: 21-Sep-2009 | yeah .... events applyed directly on draw elements or draw able to "map" and show directly other graphical organised video layers who be so awsome that way from example what is rendered on sub engine external like opengl one could then be applyed to a regular vid area In one hand you will have an easy way to interface events and on the other hand you can map rendering any kind of sub rendering | |
shadwolf: 21-Sep-2009 | maxim already said that about linking external grphical library result using image! data type Maxim 20-Aug [10...12] when Carl adds a few little image! enhancements to the extension API, I should be able to use a rebol image! as the interface to get the OpenGL render into rebol, using R3 view. If memcopy works, then it should be VERY fast ( a few hundred images/second AFAICT) yes Geomol did, but the limitations of R2 can't make it native... meaning, you don't have access to the binary part of the data and use it directly within normal datatypes. the goal is to have an OpenGL gob :-) | |
Maxim: 21-Sep-2009 | yes as you say... an 3D gob using external render should be doable, either OpenGL or other engine. | |
shadwolf: 21-Sep-2009 | yeah or drawing non image based texts ... most of the time in game text are all fuzzy small et because of the distance with using AGG to draw the text on top of your opengl embeded to VID layer you could at no cost get a stable way to display them | |
Maxim: 22-Sep-2009 | don't know really. but in any case, you don't have to use the library to do the rendering... We can always render them using AGG or OpenGL. as long as we have the coordinates. | |
Group: Announce ... Announcements only - use Ann-reply to chat [web-public] | ||
Geomol: 25-Apr-2008 | GLServer for Win32 is released. There also is a Mac version, Linux is still missing. See group OpenGL. It makes it possible to do 3D graphics from REBOL using OpenGL. | |
Maxim: 20-Aug-2009 | REBOL natively Generated OpenGL hardware accelerated graphics. :-D http://www.pointillistic.com/open-REBOL/moa/steel/R3-OGL.png | |
Maxim: 1-Nov-2009 | I did a few tests loading up OpenGL/GLut and it worked without a hitch... waiting for Carl to add a few features before I can continue. screen shot of a rotating cube http://www.pointillistic.com/open-REBOL/moa/steel/R3-OGL.png | |
Group: Rebol School ... Rebol School [web-public] | ||
Vladimir: 16-Feb-2009 | We'll have some decent openGl implementation... right? :) | |
Kaj: 30-Nov-2011 | Champlain is much more complete and generic, except maybe the GPS track functionality. However, it uses Clutter, so OpenGL, so that must be available on your target platform | |
Marco: 3-Dec-2011 | I don't know where to post this request, so I put it here: I am translating some .h files of useful shared library to rebol ( fmod,sdl,opengl) so if you know of a useful-multiplatform-publi-shared library please give me lonks to binaries, .h files and test programs, thanks. | |
Group: rebcode ... Rebcode discussion [web-public] | ||
Pekr: 1-Dec-2005 | btw - don't you expect any possible rebol 3D engine, even if we have rebcode, as simply slow? Isn't the only chance linking rebol to external engine/library (e.g. OpenGL)? | |
Henrik: 1-Dec-2005 | that's probably the only way... also you shouldn't expect to do any serious 3D without access to 3D hardware acceleration. it would be nice to do this through openGL somehow, but it would take up too much footprint to build this into rebol directly | |
Rebolek: 1-Dec-2005 | As I'm interested only in pure vectors, REBOL speed is succifient for me :)) But yes, REBOL can probably be linked to some external library (as Cyphre did with OpenGL) or SDL maybe? But I don't think it should be high on priority list, other things are more important. | |
Maxim: 9-Dec-2006 | I'd also like a way to copy to/from an external image source... to allow easier access to DLL rendered gfx. (opengl and others) | |
Group: Windows/COM Support ... [web-public] | ||
Henrik: 28-Jun-2006 | I was suspecting it could be working over TCP/IP like Geomol's OpenGL library | |
Group: Tech News ... Interesting technology [web-public] | ||
Geomol: 17-May-2006 | Regarding multitasking and REBOL, how far is it possible to go using communication between tasks over the TCP protocol? I've implemented multi-user locking this way with a relational database in REBOL, and it works quite well. I haven't done stress-test, so I have no real measurement, how effective it is, and what the performance is compared to other inter-task communication methods. I'm working on an OpenGL implementation, where OpenGL commands are sent from a REBOL task to an OpenGL server task (written in C), which will execute the OpenGL commands, so I'm about to get more experience in this. Both tasks will run on the same computer, but can easily be on different computers, of course. Anyone with more experience in task communication using TCP? Where is the limit? | |
[unknown: 9]: 17-May-2006 | John...cool. Build an X-Windows like layer between Rebol and OpenGL. | |
Volker: 17-May-2006 | rebol->tcp-<opengl: could work. bottleneck is lots of request. In your case you would only do one request/frame. Copying the bytes on the same machine should be fast. | |
Geomol: 17-May-2006 | I'm developing a byte-code style for OpenGL commands, so little communication is needed. Only 1 byte for the command (gl, glu and glut commands are fewer than 256), and 4 bytes for most parameters. So many commands are fewer than 10 bytes of communication. It may not be fast enough for games, but I hope, it's fast enough to make tools and fast OpenGL prototyping (trying out ideas). | |
Volker: 6-Feb-2007 | https://jogl-demos.dev.java.net/- another java-opengl lib. with webstart and applet-demos. Needs a little bit polishing, but i am not sure the flash-runtime has thatmch advantages. Tested with firefox/linux. | |
Volker: 6-Feb-2007 | runs ok here. At least it iis opengl | |
Pekr: 13-Aug-2007 | OpenGL 3 announced - recent news on OSNews.com | |
Pekr: 8-Nov-2007 | Pyglet has sound, opengl link, there is nice asteroid game in 27kb of source! | |
Pekr: 13-Aug-2008 | OpenGL 3.0 specs released - http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_specifications_to_support_latest_generations_of/ | |
Maxim: 17-Sep-2009 | a tool which scans entire repositories of C/C++ code and builds bindings for various interpreted language... its one of the reasons python gets everything first... its totally integrated into SWIG... for example, SWIG was used to build the python OpenGL binding. its just a question of getting the .h or the sources. and then saying... I want to use it in [select language]. | |
Henrik: 17-Sep-2009 | I guess you would build extensions per DLL. one for openGL, one for SQLite, one for audio, etc. no crisscrossing? | |
Maxim: 17-Sep-2009 | exactly... in fact, OpenGL provides the .lib files directly, so you in fact compile your own OpenGL DLL directly... no need to double reference the DLL :-) | |
Pekr: 19-Mar-2010 | Taken from OS News (credit: Kroc Camen): Google's Native Client (NaCl) is a browser technology to deliver native x86 binaries to users on Windows, Mac and Linux. Whilst this bridges the gap between modern JavaScript speeds and native binaries, portability is limited and that's especially important on the web where there's greater device diversity than on the desktop. Google are announcing that NaCl now also supports x86-64 and ARM. In addition to this Google are also announcing the ANGLE project, an open source compatibility layer to map WebGL (OpenGL ES for the web) to DirectX calls for Windows systems without an OpenGL library. http://www.osnews.com/story/23021/Native_Client_Portability_Almost_Native_Graphics_Layer_Engine | |
Oldes: 5-Sep-2011 | Finally - http://developer.nvidia.com/content/accelerated-path-rendering-opengl-nvidia-path-rendering-sdk | |
Group: !REBOL3-OLD1 ... [web-public] | ||
Maxim: 24-May-2007 | so for elixir, I am thinking of building an OpenGL interface AND an AGG view based one using the same software. in fact, we could even have two simultaneous symmetric windows running and 0% code to add in the software :-) | |
Maxim: 24-May-2007 | (one in AGG and one in OpenGL, to compare them) | |
Henrik: 25-May-2007 | It would be nice if RT communicated to us in here, we who are very interested in working as closely as possible with RT, but cannot do work directly on the core, on what it would be a very good idea for us to consider building. Like: "RT thinks you should look at building a GUI system" or "RT would like you to build a test case suite for R3" or "RT would like you to work on making OpenGL work well with REBOL as a dialect like VID" or "RT would love to see you building protocols for this and that kind of communication" or "RT needs a very good multithreaded webserver, that can handle X users" and have those efforts officially endorsed by RT, similarly to how MUI eventually became the GUI of choice on the Amiga to build your applications on. Perhaps put out hard specs and see if anyone will pick it up. Right now, many efforts feel like they are there, not because RT felt they were a good idea, but because some individuals thought they were good ideas. Most of us here speak highly of our own ideas, but without much dialog with RT. AltME feels like it's the only non-RT effort that is endorsed by RT and perhaps also Cheyenne. Such directions would also mean that perhaps a lot of people would flock to the same official project, rather than starting 2-3 separate projects. | |
Maxim: 25-May-2007 | allowing me to use a gui and open it up in OpenGL, activeX, if I have the need/resources/time to provide it. I mean to be able to extend the whole engine so I can skin it without needing to rebuild 100% of the gadgets, etc... many of the things we spoke at the devcon, but more too. | |
Henrik: 30-Jul-2007 | Geomol, OpenGL, DirectX.... maybe? :-) | |
Geomol: 30-Jul-2007 | Skip DirectX, use OpenGL and implement it using GLUT. It works the same on all platforms. | |
Henrik: 30-Jul-2007 | Geomol, but I agree for the first round, OpenGL is more important. | |
Geomol: 30-Jul-2007 | Afaik, OpenGL is on Windows. I'm not sure, if GLUT is or it is linked with app. | |
Geomol: 30-Jul-2007 | About OpenGL: On this Windows 2000 machine, I have access to, I see "OPENGL32.DLL" and "glu32.dll" under /c/winnt/system32/ | |
Rebolek: 30-Jul-2007 | Geomol why do you think that opengl access should be done with GLUT? | |
Rebolek: 30-Jul-2007 | so is OpenGL, I just do not understand why we should need some wrapper | |
Geomol: 30-Jul-2007 | GLUT is just some extra functions, that have same kind of interface as OpenGL OpenGL is just only basic graphics, where GLU and GLUT add things, that is used in e.g. games ... or in REBOL. | |
Pekr: 30-Jul-2007 | not very nice description of GLUT's internal state - http://en.wikipedia.org/wiki/OpenGL_Utility_Toolkit | |
Kaj: 30-Jul-2007 | SDL is more generally available than GLUT, and you can put OpenGL on top of it | |
Cyphre: 31-Jul-2007 | AFAIK GLUT is simple wrapper which has been used mainly just to show some basic OpenGL demos. I'm not sure if this is a good for usage in some 'real' crossplatform apps. Regarding the OpenGL version of Rebol: this version is not yet worked on but I plan to work on it once the AGG based version is complete (as it this will give us much better big picture where the OpenGL advantages could be really useful in the visual system). | |
Cyphre: 31-Jul-2007 | AFAIK the plug-in interface is not yet finalized so it is too early to discuss ho this will be exactly exposed. But there are more things to consider than the blitting. If you do SW redered graphics you need to render into the backbuffer in the main memory then you transfer block(s) sing a blit to the gfx card. If you do HW accelerated graphics you need to transfer all bitmaps into the gfx card memory first..also you are limited by the OpenGL 2D functionality (which is not so flexible and pixel perfect as for example AGG implemntation). Also setting pixels directly in gfx card memory is possible but this is surprisingly the slowest way to dorendering! Why? Because fur current PC HW bus architecture is such transfer very expensive operation comparing to moving one big block of data. So as you can see all this (and lot of other issues) needs to be considered not to mention that the solution should be as much as compatible on most of platforms. Once the beta is released it will give us good picture how to make the gfx system even more optimized and extensible. | |
Group: !Liquid ... any questions about liquid dataflow core. [web-public] | ||
Maxim: 7-May-2007 | so if its done Like I think, using R3 elixir should be VERY interactive. and if that doesn't work, well, I can just use OpenGL later on. | |
Maxim: 7-May-2007 | If I decided to go ahead with OpenGL and Elixir, using GLASS as the design... what is left of REBOL but the syntax and the interpreter anyways? I'd rather have the tool running on steroids without being tied to a chain. | |
Maxim: 8-Dec-2008 | also will be porting to OpenGL, but the high level coding won't change. | |
Maxim: 27-Feb-2009 | using this technique, I was able to do skining which is independent of the gui engine underneith. one only has to support the aspects in his skin and the skins (and gui using them) remain valid, even though you are running on opengl or vid. | |
Maxim: 24-Jan-2010 | The engine will use liquid's flexible interpreted messaging overlayed on the other graph engine which I will use for scalability in sheer volume of connections and nodes I can allocate. just a portion of the tree usually needs to be in RAM at any given time, and in fact, parts of processing tree can now reside on different computers since the graph engine is refered to... it should be quite fun to use. this will be tied in to the OpenGL and scream core scene-description engine as one cohesive toolset. in this system, the binary nodes will actually be optional and should be invisible when used from the rebol application's point of view. | |
Group: !Cheyenne ... Discussions about the Cheyenne Web Server [web-public] | ||
Maxim: 21-May-2009 | for my part, when R3 goes open, I'll be integrating liquid-paint with OpenGL asap... which will completely alleviate my need for /view. we will have a 3D native GUI :-) | |
Group: DevCon2007 ... DevCon 2007 [web-public] | ||
Maxim: 2-Feb-2007 | if Cyphre can show that OpenGL can be compiled within (with a proof of concept demo, just to show that its actually possible), for example. | |
Group: Games ... talk about using REBOL for games [web-public] | ||
Geomol: 16-Jan-2007 | I see no reason, why you can't make 3d games using OpenGL together with REBOL. Eve Online is made with Python: http://www.eve-online.com/ | |
Maxim: 16-Jan-2007 | humm. well how much of REBOL would we really be using in an OGL game with proper key support... none of view... so basically core with a huge stub over OpenGL and native event handling. | |
Geomol: 5-Jun-2007 | Any plans for an OpenGL version with perspective 3D tiles? | |
ICarii: 5-Jun-2007 | when R3 is released and someone writes the OpenGl plugin :P | |
ICarii: 5-Jun-2007 | but ive got a MMORPG to do in openGL before that :) | |
Geomol: 5-Jun-2007 | There are 2 OpenGL implementations for REBOL already. One by Cyphre, that require REBOL/Command (I think), and mine requiring GLServer (compiled C program, only for OS X so far). | |
Reichart: 6-Nov-2008 | Why not use OpenGL? It seems your game primitives are just that...primitive. A little physics, collision, sound, etc. Nothing difficult. IF you make it OpenGL, it can work on Mac, and even many Cell phones. You might be able to write an abstraction layer so you can keep a lot of your Flash code in place. | |
Henrik: 23-Jan-2010 | I'm waiting for Maxim to design us all a nice game engine via openGL extensions. :-) | |
Group: Printing ... [web-public] | ||
Henrik: 4-Sep-2008 | or perhaps more appropriate, what OpenGL does for displaying 3D graphics on screen. |
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