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Playing around with pixel and vertex shaders in OpenGL within Common Lisp

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This isn’t really much to look at right now but there’s a chance it
could help get someone else moving along.

Here’s what’s been happening so far:

It all started with code that draws the classic opengl teapot but
using a dynamically loaded (on every frame) vertex and pixel
shader. The currently deployed shaders make the teapot look kind of
cartoony.

Then I worked out a very primitive mesh exporter for blender
(bmesh.py) that turns triangle meshes into s-expressions that are
loaded in by the code in mesh.lisp. I exported the model I built for
tbtanks (the 1MonthLispGame repository) and applied the same
toon-shader.

Then I wanted to do texture mapping. After much pain with trying to
use lispbuilder-sdl-image with cl-opengl’s glut, I gave up and went
completely to an sdl managed environment. This is probably a better
move (for me) in the long run since sdl does so much to make this sort
of thing more pleasant. I finally got images loading and went to
generate texture coordinates but was too lazy to update bmesh.py so I
just used the vertex normals (I already had those) as texture
coordinates and presto! An environment mapped (ish) apple! Good times.

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Playing around with pixel and vertex shaders in OpenGL within Common Lisp

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