First Day of Summer

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It was so beautiful today.  We had a clear blue sky (itself a rare wonderful treat), and weather in the 80's.  I ate my lunch outside in the grass again, today.  It was glorious.  Also, after work I went to the park and tossed around a frisbee with some friends for a bit.  I finally learned how to successfully do the fore-hand wrist flick thing (and consequently, an over-head hammer type throw).

In doing so I now see the folly of selecting July as the month to get things done!  Seattle's only few days of warm and tempting weather will mostly be this month; and it's light outside until 9:30 or so, so I don't always realize "oh wow I should get to work so I can get to bed at a reasonable time" until it's a bit too late.

Such was yesterday's fate, and I felt bad for not working too heavily on my project (mostly a research day; although I spent some time trying to figure out how to handle input in a nice way and doing a bit more OpenGL-wrestling, more on that later) that I worked on it well into the night.  I wasn't about to burn another half hour or so writing a post at two in the morning, and then I failed at getting up early enough to bang it out before work (no surprise, really).  I hope no one is too sad you missed me for a day.  I did do some work, just no post!

That same chain of events has caused me to write this post before doing any work (and here it is already eleven--erk), so I'll go ahead and let you know my plans for the day night, rather than talk about what I've done:  the goal is to get some sort of working debug input system, such that I can easily (in one line) define:  a button, which pixels it will cover, pressed/depressed colors, and the function to call when it's being pressed.  The "which pixels it will cover" thing is a bit tricky, as the touch input coordinates are given with (0,0) as the top-left-most pixel, whereas my rendering viewport is defined with (0,0) as the bottom-left-most pixel, and because I like to keep things simple, my UI's orthographic camera (for rendering textures when the fast-path isn't available), (0,0) is in the center of the screen.

I might also see if I can get something maybe like GLEE to compile, to give my renderer a good idea of what functions are available on the particular device I'm working on.  (For example, the orthographic camera business I mentioned earlier is for any GPUs that don't implement the optional GLES Extension for draw_texture.)

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This page contains a single entry by Clayton Hughes published on July 7, 2010 9:57 PM.

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