OpenGL Tutorials
If you are new to the page then have a read of the original news
here.
My examples work with Win9x, WinSE, WinME, Win2000 and
WinXP, though OpenGL support in Windows is very poor
so it is always recommended that you install the latest drivers for your graphics
card.
All the programs available from this page were compiled using the free Dev-C++
compiler available
here.
I am happy to respond to any questions regarding my programs, whether it is to
report problems or if you have a suggestion, but any general programming
questions should be posted to the wiki area below. For further help you could also
go to #OpenGL on Efnet IRC where you can ask your OpenGL related questions. Though it can get very quiet there due to
narrow scope of the subject, unlike other channels like #C++ that deal with
a broader range of questions and
allow a small amount of off topic conversation.
Current News
25/12/2009
Merry Christmas All
I hope you all had a great 2009 and got a lot done, like getting out of debt, buying water filtration equipment, planting a heritage seed garden, pulling the plug on the television, talking to your neighbours about the nwo and putting a '911 was an inside job' sticker on your car. As if that isn't enough I also turned 41 this year and have teenagers! Basically what this means is that I am planning to have a nervous breakdown early in the new year and should be coherent sometime in May or early June. Perhaps this occurred while I was working on my cold fusion experiments and I am in denial, who can tell?
This site has had a bit of maintenance done to it but I wont promise that anything new will be added to it soon. If somebody would like tackle the enormous task of cataloguing my failed promises I would be grateful. This may mean I have the right stuff to be a successful politician. Just be sure to give me the Peace Prize within the first few months of office in case things "Change". But seriously, I look forward to adding a lot more to this site and pushing the frontiers of graphics programming but there are so many other important things going on that I must dedicate my time to setting up
www.TranquilityLane.com as a resource for truthers everywhere. The first move will be to upload a blog script but I still don't know which direction to take the new site in so for now I will just start posting random snippets of information and let it evolve naturally. If none of this makes any sense to you simply google "building 7" and be amazed, or conned, the choice is yours.
Here comes 2010... all the best!
Alan Baylis
[anti-spam]alanb@aussiemail.com.au
01/10/2009
Hi All
Just a small update to release a modding utility for GTAIV. It
is called IVTracker and allows you to search for almost any text within the
thousands of texture files that come with the game. It should also be useful to
modders that want to quickly find a particular building to edit within the
hundreds of models (when the model editing utility becomes available) by simply
searching for a sign on the building itself. You can get an idea of how time consuming this would be if done manually by looking at the data file here
I was very impressed by the quality and look of the city in GTAIV
and believe this game will become one of the most modded games in history. My
biggest disappointment with the game was the tone of the billboards and
advertising around the city. Far from being amusing as was the case with San
Andreas, they are grossly offensive and I believe the game content must have
been authored by the accounting department, or worse... see these screenshots
from GTAIV on my new website at
www.TranquilityLane.com

I hope IVTracker will speed up the development of many new
texture packs but to allow people to easily apply these textures to their game
installation we still need another application. I have also been working on creating
another utility called IVSwap that will take hundreds of textures and swap them
into the image files at the click of a button rather than asking people to download very large image
files or import hundreds of textures one at time. It is half completed but I didn't want IVTracker to sit on the shelf while I wrestle with the internals of the texture resources.
Alan Baylis
W
A R N I N G
The Nazi eugenics movement was not stopped at Nuremberg
These fascists transferred to the United States and then the
U.N. via project Paperclip
They intend to kill more than 80% of the population of the
world
DO NOT
TAKE ANY VACCINATIONS
www.infowars.com
Programs Using OpenGL
FreeWorld Editor
The FreeWorld Editor allows you to create and export world data to be used in
your own programs, the data file format is intended to be easy to understand and
load, consisting of only polygon and texturing information. The program is still
under development and future versions will see an improved interface and many
additional features. There is a tutorial included in the download or you can get
to it by clicking on the link above.
Screenshot

Spline_Ed
Built on top of the OpenGL MDI demo, this editor allows you to create and save
splines for use in other programs. I have used the spline data for setting
camera paths but I'm sure it will be useful in other ways later. I apologize
that the source code isn't commented very well and this is a habit of mine
that I must correct.
Screenshot

MD2Views
Yet another MD2 viewer hits the streets. MD2Views uses the freely released model
loading and rendering source by Nathan Lucas's
OpenGL
MD2 Model viewer v.1.04 and I only take credit for extracting the source
and making it a little easier to include in any OpenGL programs. About the
only things it can do that differ from other MD2 viewers is show the model
under different lighting conditions and allow you to select any weapon model
to accompany the main model.
Screenshot

Q2View
Designing a new world editor, data structure format and world renderer can take
a bit of time, so for those who have just begun to program graphics using OpenGL/Win32
this program should help to alleviate the desire to have a complete world up and
running yesterday. This program has been adapted from Alexey Goloshubin's
Poly Engine source code, so full credit for the
BSP loading and rendering goes to him and to the ID Software team for being kind
enough to release the original source to the programming community. I only take
credit for having been able to extract the necessary code from the heavily embedded
source of the Poly Engine and making it easier to include it in your own programs.
Screenshot

Copyright © 1998 - 2010 Alan Baylis, All Rights Reserved