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Low level graphics and you

Name: Anonymous 2012-04-18 17:21

After a long time of meditating on OpenGL I've come down with a bad case of "I don't know how to do anything and only use tools made by someone better than me". Since the only cure for this common programmer illness is more meditating I've decided I want to learn graphics on an even lower level than OpenGL, though finding a guide for this route has proven to be nigh impossible.

I'd appreciate it if a guru could give me a friendly pointer in the right direction or an insight on the things that take place between an OpenGL call and a pixel being displayed onscreen.

At the end of my journey I desire the ability of displaying but a single pixel without the aid of instruments given to me by the masters.

Name: VIPPER 2012-04-21 15:29

>>40
Ok

Name: Anonymous 2012-04-21 18:02

>>24
did you read the "low level" part? seriously...
OP is asking for something that is not possible to do, or at least not "universally" as he asks; if he really wants to go low level he should read the sauce of nouveau drivers, or get an old computer

Name: Anonymous 2012-04-21 18:12

>>24
OP doesn't necessarily need to implement the fixed function pipe line in software. Ey could write a very advanced ray tracer entirely in software, and this isn't all that uncommon. When it is all done in software, there are no restrictions on what model to use. But OP isn't going to have a good working knowledge of the fixed function pipeline unless ey learns from a well founded example, like opengl or whatever else is currently accessible and running on ey's platform. Now shut up and go scrub another backtotoGpleeas!

Name: Anonymous 2012-04-21 18:41

>>37
all of your questions are answered in the thread but you rejected them as irrelevant. Good luck learning anything with that attitude.

If you want to know how those routines are implemented, you are going to need to learn about display drivers, GPUs, and the like. This is hardware and math, not subroutines in C or something. Learn about the hardware, and learn about the math. If you don't learn the math, the implementation wont make sense, and you wont understand why it works.

Name: Anonymous 2012-04-21 19:27

Fact is you really don't have any business writing anything if you aren't able to take the math of it, wrap one end of a chain around your arm, the other end around it's neck, and fuck it in the ass from behind while yanking the chain as you thrust.

Name: sage 2012-04-21 20:20

I'm not interested in the math - A Redditor

Name: Anonymous 2012-04-21 21:59

>>44
Not withstanding the fact that you're a fucking idiot, math appears a lot in your trivial code. For example, the while loop in your imperative languages work on the idea that the position is a function of time.

Name: Anonymous 2012-04-22 5:36

>>47
He wasn't saying anything contrary to what you're saying

Name: Anonymous 2012-04-22 10:16

>>44
This is hardware and math, not subroutines in C or something.

This. OP is asking how these things are implemented; the answer is *in hardware*.

The OpenGL specification explains the rendering pipeline in exhaustive detail; that is how it is physically implemented in the circuits of a GPU. Read that to learn how it works.

Name: Anonymous 2012-04-22 11:27

>>49
We have programmable shaders for like... 10 years?

Name: Anonymous 2012-04-22 13:28

>>49
Modern GPUs implement OpenGL in software and use a much better specification called DirectX for actual hardware.  OpenGL is nothing more than an adapter layer over DirectX.

Name: bampu pantsu 2012-05-29 4:30

bampu pantsu

Name: Anonymous 2013-11-30 8:11

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Name: Cudder !MhMRSATORI!fR8duoqGZdD/iE5 2013-11-30 9:04

Build your own VGA-compatible hardware.

Name: Anonymous 2013-11-30 20:16

/
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