Poll

Is adding OpenGL support to jPCT a good idea even if the two renderers won't behave exactly the same?

Yes!
4 (100%)
No!
0 (0%)
What do you ask me...?
0 (0%)

Total Members Voted: 4

Voting closed: January 09, 2003, 01:26:34 am

Author Topic: jPCT is going OpenGL...  (Read 6259 times)

Offline EgonOlsen

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jPCT is going OpenGL...
« on: January 09, 2003, 01:17:33 am »
...i finally started to implement support for hardware accelerated rendering in jPCT (via OpenGL using LWJGL). It looks promising so far but there's still a long way to go until both renderers (software and OpenGL) will behave as similar as possible (that's quite difficult to achieve, because the software renderer is capable of some things OpenGL simply can't do...overbright lighting is one of them for example).
Anyway, here are two shots of the demo. The first one is rendered using the good old software renderer and the second one uses OpenGL (still very unoptimized).

Edit: I removed the poll from this thread. jPCT supports OpenGL nowm so the poll was rather outdated.





Edit: jPCT will remain Java1.1 compatible (the OpenGL renderer won't...) as it loads the renderers on demand, so don't worry... :D

Offline EgonOlsen

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jPCT is going OpenGL...
« Reply #1 on: January 14, 2003, 12:25:20 am »
Update: The OpenGL version is showing nice progress, Here is a screenshot of the terrain example converted to OpenGL (i.e. converted to an application...there's really not much more required to make it use OGL).
Some features of the software renderer like 2D blitting won't be supported by the first version of the OpenGL renderer. Anyway, the release date of the new version is...when it's done!
Edit: At least 2D blitting from textures WILL be supported... :D