Ork Save

Ork - An OpenGL rendering kernel from Inria

Project README

#Ork Ork home page

##Introduction Ork, for OpenGL rendering kernel, provides a C++ API on top of OpenGL, which greatly simplifies the development of 3D applications.

##Example Suppose that you want to draw a mesh in an offscreen framebuffer, with a program that uses a texture. Assuming that these objects are already created, with the OpenGL API you need something like this:

    glActiveTexture(GL_TEXTURE0 + myUnit);
    glBindTexture(GL_TEXTURE_2D, myTexture);
    glUniform1i(glGetUniformLocation(myProgram, "mySampler"), myUnit);
    glBindBuffer(GL_ARRAY_BUFFER, myVBO);
    glVertexAttribPointer(0, 4, GL_FLOAT, false, 16, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, myFramebuffer);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

With the Ork API you simply need two steps (and the first one does not need to be repeated before each draw, unless you want a different texture for each draw):

    myFramebuffer->draw(myProgram, *myMesh);

My contribution

I am playing with integrating Proland in a project, and Proland runs on Ork. Since Ork does not allways build and run out of the box, the are some modifications to be done.

Open Source Agenda is not affiliated with "Ork" Project. README Source: LarsFlaeten/ork
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