M/\dm/\n

11-12-2009, 06:47 PM

Hello,

This is probably not a very advanced topic, but then again, I'm starting a bigger project and I would like to hear opinions from people who are into OpenGL coding for good and could give me a very good advise.

What I'm looking into is how to go around missing matrix stacks in GL3.

The first quick idea was to create a class that would hold:

vector<matrices> //vector of all matrices

vector<premultipliedmodelview> //premultiplied MV

vector<premultipliedinversemodelview> //premultiplied inverse MV

+

matrix4x4projection

But then again, I wasn't coding some time and I'm missing all those practical skills in geometry shaders, so I have no idea if this scheme won't backfire at me later on when I'll have to code some advanced effects.

So what do you guys recommend, should I head this way, or do you do all matrix algebra in shaders nowadays, including inverse transformations?

Or maybe there is a industry accepted library that you would recommend me to use instead of writing my own?

This is probably not a very advanced topic, but then again, I'm starting a bigger project and I would like to hear opinions from people who are into OpenGL coding for good and could give me a very good advise.

What I'm looking into is how to go around missing matrix stacks in GL3.

The first quick idea was to create a class that would hold:

vector<matrices> //vector of all matrices

vector<premultipliedmodelview> //premultiplied MV

vector<premultipliedinversemodelview> //premultiplied inverse MV

+

matrix4x4projection

But then again, I wasn't coding some time and I'm missing all those practical skills in geometry shaders, so I have no idea if this scheme won't backfire at me later on when I'll have to code some advanced effects.

So what do you guys recommend, should I head this way, or do you do all matrix algebra in shaders nowadays, including inverse transformations?

Or maybe there is a industry accepted library that you would recommend me to use instead of writing my own?