Re: [boost] [rfc] Boost Graphic/Game Engine

There is already alot of graphics work being done at boost::gil. Perhaps that is a great place for the game developers to start. Projects that are in development are listed here: http://opensource.adobe.com/gil/contribute.html There are many other extensions that are in developmet that are not listed here. Join the discussion here: http://sourceforge.net/forum/forum.php?forum_id=648138

On 7/18/07, Tom Brinkman <reportbase@gmail.com> wrote:
Yea, I've often thought that an OpenGL/D3D texture manipulation (loading, rendering to, readback, etc) Boost.GIL extension was a good idea. I usually use DevIL for that, but it's anything but "Modern C++". Has any work already been done in that area? What about accelerating image filters and effects using the GPU? I'll take a look around the GIL docs and the link you posted, thanks. --Michael Fawcett

Tom Brinkman wrote:
I think GIL is very cool but it has a high barrier to entry, at least for me. I've looked a few times but I'm not sure how to do what I want to in it. I want to load a png with a 32-bit color palette. And blit it into part of a 32-bit ARGB (unsigned int) memory buffer. I'd like to alpha blend one image with another and store the result in the latter using the fastest method that can approximate src.color*src.alpha + dst.color*(1-dst.alpha). I also want to rasterize 2d polygons into the memory buffer and write to a separate depth buffer. Is that any support for these tasks in GIL?
participants (3)
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Michael Fawcett
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Michael Marcin
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Tom Brinkman