Sugar induced socializing

A sketchblog by Dudymas

GLFW, fast subsurface scattering, and SoC March 18, 2007

Filed under: Graphics, Life in General — dudymas @ 7:32 pm

I’ve said before I’m crazy. Now I’m feeling worse… like something indescribably nuts. Here’s the lay low:

I planned originally on doing a recode/stabilization of verse for blender 2.44 and yet now I’ve seen that it’s more than likely out of my league. My plans now are to mess with sss since my computer graphics class requires me to anyways, and come up with a novel approach to solving the re-emittance of light through scattering under a surface and hopefully apply it within the constraints of a summer to blender. I think if I even get half-way done, it’d be more than awesome, so I’m gun-ho for attacking the challenge.

GLFW was recently suggested to me as a solution to threading problems I’ve had with GLUT (since GLUT and GL normally have a lot of funky behaviors normally enough, let alone with threads). I mostly want to throw out some threads and not worry about who does what, as long as only one is allowed to render and the others play fair with physics calculations. You simply can’t do that with GLUT. It wants only a specific context per thread (GL, as a matter of fact, requires that… not specifically GLUT… but GLUT doesn’t handle the problem). It looks like GLFW is developed by someone who wants just about the same stuff out of a computer as I do. Nimble… open… who cares as long as it works and it’s stable?

Yeah… I’m not a class AAA picture perfect programmer… but I’m going to get some junk done. I hope you’ll enjoy the updates as I continue to work on blender and ray-tracing and give you some reviews and tuts on using GLFW. At least, I hope I’ll manage to do that for you people. We’ll see.