ChanServ changed the topic of #picolisp to: PicoLisp language | Channel Log: https://irclog.whitequark.org/picolisp/ | Check also http://www.picolisp.com for more information
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<Nistur> mornin'
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<Regenaxer> Hi Nistur
<Nistur> hulloo :)
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<razzy> hi all.
<Regenaxer> Hi razzy
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<Nistur> one of my friends sent me a link to a repo of a small, C, software 3D renderer. I want a 3D renderer for my current project, and because I'm an awkward idiot, I cannot really use OpenGL (as mesa, apparently, removed fbdev support, and for reasons unknown to anyone, including me, I decided I don't want to start X)
* beneroth wonders where this story goes
<Nistur> so, I think I'm going to try to wrap this software renderer, and get it to write directly to /dev/fb0
<Nistur> I know there's a software renderer in the picolisp source already
<beneroth> there is?
<Nistur> I thought rcsim used one
<beneroth> possible. I assumed it uses opengl
<Nistur> https://gitlab.com/drummyfish/small3dlib <-- this is what I'm considering using
<Nistur> by the look of it, wrapping it should be fairly straightforward
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<Regenaxer> Yes, rcsim uses a z3d lib, with native calls
<Regenaxer> all self-made, writing each pixel into a Z-Buffer
<Regenaxer> Finally the image is thrown into an X window
<Nistur> that last bit could be also thrown onto the framebuffer ;)
<Regenaxer> right
<Nistur> I might try both 'small3dlb' and z3d, and see what I get in terms of features, performance, and ease of use. I just need to render one model, which is why software rendering is an option
<Regenaxer> z3d lib is quite limited. Only plain poligons
<Regenaxer> ie no textures
<Nistur> yeah, that's one reason why this one looked interesting. I can _probably_ get away with flat shading... but if I have textures, it's nicer :P
<Regenaxer> T
<Regenaxer> I just wanted te get the fokker plane flying
<Nistur> :)
<Regenaxer> and when I wrote the first version, hardware was extremely slow
<Regenaxer> end-eightees
* Nistur nods
<Regenaxer> Good night!
<Nistur> good night
<Nistur> :)
<Nistur> well, changing that lib from presenting with SDL, to using fb0 was crazily simple
<Nistur> that much was fun. Next task is to start wrapping it so I can use it from pil
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<beneroth> :)
* beneroth used to play a lot with SDL
<beneroth> long long time ago