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Thread: developing a new function/class for opengl standard

  1. #1
    Junior Member Newbie
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    developing a new function/class for opengl standard

    Dear experts,
    Greetings!
    I have two questions:
    [1] I have formulated a new kind of curve for design intent. Now, I would like to create a function/class as part of OPENGL API so that others would be able to use. How do i go about? is there any template/tutorial available?

    [2] Is there any function/class in OPENGL API which can be used to draw curvature plot(2D) & zebra map/isophotes(3D). These methods can be used to interrogate the smoothness/quality of a curve/surface. example of pictures are avalilable at:

    [a] http://www.autodesk.com/techpubs/ali...umber=d0e40200

    [b]http://blog.rhino3d.com/2010/09/vsr-...-izb-2010.html

    Thanking you in advance...
    gobithaasan

  2. #2
    Senior Member OpenGL Pro Aleksandar's Avatar
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    Quote Originally Posted by gobithaasan View Post
    ...I would like to create a function/class as part of OPENGL API so that others would be able to use. How do i go about? is there any template/tutorial available?
    First, OpenGL is implemented as a part of the drivers. Second, OpenGL API is standardized. (1) and (2) => there is little no no chance for you to add something into the API itself. But, you could write your own library that would allow drawing your curves using OpenGL

  3. #3
    Intern Contributor nigels's Avatar
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    There is a rule of thumb that an OpenGL extension needs to be an OpenGL extension (say, for performance reasons) rather than a library layered on OpenGL.

    - Nigel
    ---
    Regal - as OpenGL ought to be

  4. #4
    Advanced Member Frequent Contributor
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    There is suggestion for OpenGL sub-forum... best bet is to post the idea intelligently there... and have a thick skin too since some posters are pretty grouchy at times..

  5. #5
    Senior Member OpenGL Pro Aleksandar's Avatar
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    Quote Originally Posted by nigels View Post
    There is a rule of thumb that an OpenGL extension needs to be an OpenGL extension (say, for performance reasons) rather than a library layered on OpenGL.
    I'm sorry, but I don't get the point of this claim in the context of OP's question.
    Did you allude to an ability to write extensions by the users? I don't think it is wise and would make drivers even more complicated (and probably slower) if they supported plug-in architecture.

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