Today it's my day off and I spent the whole morning playing with my vampire.
Playing means not to play games but see what I can do with mi v600, at the end i came up with a little C program that draws some rodoneas into a coffin window.
I took the math equations from here
and i ended up representing in memory almost all the points of this roses
Actually this post is not about for showing off my clumsy attempts to do something good with a vampire but to ask you how would you paint this stuff.
In my tests i used some magic inside a file called libGl.a that artzi gave me some time ago (in the community it's a very well known guy for his amiga ports you should know him very well).
All the code was compiled with bebbo's gcc using fastmath and fpu enabling switches.
Now, in opengl I found out there is a function called glutTimerFunc(...) and its first parameter (for my understanding) it's the time to wait before executing a function , so , callig glutTimerFunc recursively in serial with glutPostRedisplay() should yeld me something like an animation.
In addiction to this i used libsdl playmusic function to have a nice background music.
The thing is, when i give glutTimerFunc first parameter a value less than more or less 100ms, the music disappears.
This is true with flowers made of 720 points, so, in other word it seems the vampire cannot handle moving 720 points quickly while playing music.
So, at the end what I am asking to the people in this forum is... how would you quiclky draw a rodonea (or more in general 2d images rotating in a 3d space) to screen in vampires? Are there alternatives out there instead of using opengl implementation?
Maybe it's only my code so messy and bad written and could be optimized i dont know, if you are about this you can download the whole zip
inside there is my c code, some libs to make him run on amiga and a m68k executable, if you have coffin you should just unzip it and double click on the executable.
I know that it would be way better to rewrite all this stuff in asm but i am not very m68k asm fluent and would take me a lot of time.
On the other hand I deem opengl (lecgacy opengl in this case) very elegant and well documented, furthermore there are plenty of examples and tutorials on the internet.
I know it exists minigl for the amiga, i dont now how to use, actually i dont even know how arti compiled this libGL.a file but it works pretty well. I assume it's just a redirection to gl*.library that I really dont know what is inside, probably someone wrote a software implementation of legacy opengl for amiga bbut I dont know if this is somewhat related to minigl stored in aminet.
I'd like to hear your comments about my frenzy.
Greets from Italy