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flat assembler > Windows > opengl first person camera

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bitshifter



Joined: 04 Dec 2007
Posts: 754
Location: Massachusetts, USA
I uploaded a new version today.
No longer do we collect input from message queue.
We now get input on each pass of the main loop.
This helps to prevent latency on slow machines.
Tested the input response on fps ranges 1~120.

@edfed:
Although possible, this would not be a good place to start.
For space-flyer i would use vector camera with sphere-skybox.
You can find quaternion demo at NeHe OpenGL Tutorials site.
That would be a better place to start for such a project.

_________________
Coding a 3D game engine with fasm is like trying to eat an elephant,
you just have to keep focused and take it one 'byte' at a time.
Post 20 Jul 2011, 07:36
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Netherus



Joined: 31 May 2012
Posts: 1
Location: Troy, Michigan
This is really nice! I am really interested in learning this. I have some OpenGL GLUT tutorials on the Pelles C site www.smorgasbordet.com. I am under Source Code -> Windows Samples -> OpenGL Graphics -> Christopher Hill Tutorials. I have no clue about assembly. Trying to figure out where to start. I think I am in the right place though.
Post 31 May 2012, 21:26
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bzdashek



Joined: 15 Feb 2012
Posts: 147
Location: Tolstokvashino, Russia
I'd suggest to start with opengl example in fasm distribution, it outputs simple graphics. (FASM\EXAMPLES\OPENGL)
Post 01 Jun 2012, 09:42
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Fred



Joined: 22 Oct 2010
Posts: 39
I'm currently writing a nes emulator in fasm and i'm not certain how to integrate what i have with windows code... hehe. I guess i'll look through this cool example and probably ask questions about it later. Razz

For now though, I'll just share one way of using openGL functions that aren't part of the opengl32.inc thing.

Code:
glGenBuffers dq ?


invoke wglGetProcAddress,"glGenBuffers"
mov [glGenBuffers],rax    

Replace dq and rax with dd and eax if you're doing 32 bit stuff. If it fails it should return null, so you could probably check for that if you want. Constants like GL_ARRAY_BUFFER can be found here for example.
Post 17 Oct 2012, 21:21
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Fred



Joined: 22 Oct 2010
Posts: 39
So... hm. For now, I just want a smaller window, but I think i can do that. But basically I set up openGL stuff somewhere near the start of the code, and then run my code after that (near the .fontloop)... not sure what the .waitmessage is, maybe the "don't hog cpu" thing mentioned? Then I call .update when i want to draw something.

Is that the layman explanation somewhat correct? Razz


Edit: looks like the peekmessage was all i needed. After that, I placed the emulation code below that loop, some malloc and openGL stuff in .wmcreate and then invalidateRect and swapBuffers and such in .wmpaint.
Post 19 Oct 2012, 23:10
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