OpenGL® and OpenGL|ES are trademarks of Silicon Graphics, Inc.
|21 April 2008
||Bug fix in the 3D font code.
|25 Jan. 2008
||Modified CgleTexture interface, removing default parameters in some
creation functions and overloading them instead.
|15 June 2007
||Updated MilkShape3D model class to be compatible with version 1.8.1 of MilkShape3D.
| 2 April 2007
- Added MilkShape3D Model and OpenGL Shader Classes;
- Added support for selected OpenGL extensions;
- Improved/corrected bump mapped objects;
- New documentation package and demo.
|2 March 2003
- Cleaned up horrible old basic objects code;
- Added bump mapped objects;
- Improved capability and flexibility of CgleTexture class, including adding 'BuildNormMapFromHeightMap' function, extending the usefulness of the bump mapped objects.
|16 September 2002
||Added support for JPEG-compressed TIFF images; also added the capability
to pre-blend images containing alpha data with a user-specified background color.
|14 August 2002
||Minor bug fixes and improvements to the TGA and TIFF file handling code.
|6 August 2002
||Ah, yes... the hazards of publicly
posting code. This rev fixes an error in the code that creates textures
from images, and includes support for decompressing RLE-compressed bitmaps.
The image loading code has been improved, in part due to incorporation of several improvements by Jeff Molofee (NeHe). He cleaned up the code that re-sizes images, and inspired me to re-write the
rest of the TextureFromBitmap code, eliminating unnecessary memory allocations and using GL_BGR_EXT and GL_BGRA_EXT pixel formats. Textures
are now created directly from the bitmap pixel data. The public interface of the CgleTexture class changed (again) - the sample code in the documentation illustrates the new usage.
|15 July 2002
||Yes, hot on the heels of Ver. 2.3 comes... wait for it... Ver. 2.4!!
Image data can now be loaded from files or an application resource in any of the
following formats: BMP, DIB, JPEG, GIF, WMF, TGA, PGM, PMM, TIFF, and PNG. All TGA
modes are supported - including the preservation Alpha channel data from 16-bit RLE compressed, color-mapped images. 8-bit,
color-mapped RLE images offer (in our opinion) one of the best options for
storing images to be used as textures. We hope to release, within the next
few weeks, a small application that will allow users to translate images from one format to
another, resize them, etc. It won't be a full-fledged image processing application, but it will
support some of the more obscure formats that are potentially useful to GL programmers, and will
allow users to save images in compressed format for later use as application resources.
Also in this release, new image flip and rotate routines have been added to Petzold's DIBSection wrapper code, and a couple of minor bugs are addressed.
These bugs affected pixel access routines for 24 bit DIBSections, and the ability to load some bitmaps from files. See the GLE32V2DIBS.cpp source code for details.
|3 July 2002
|| Improved loading of textures from files and resources. Images
stored in the following formats may be loaded from an app's resources:
BMP, JPG, WMF, and GIF. Images may be loaded from files of the following
formats: BMP, JPG, WMF, GIF, PNG, and TIFF.
PNG files can be stored with transparency information; when the
picture is loaded and the texture created, you can
specify the background color you want the picture to fade
in to. One bug - color information for 24-
or 32-bit TIFF grayscale images does not load
correctly; the TIFF support is a work in progress. The
Help file/Manual was updated, and a sample code snippet illustrating the use
of CgleTexture objects was added.
feature (quoting the manual): 'Image dimensions
should ideally be 2^m, where m is an integer from 1 to 10 (an
arbitrary limit - you can change this in the source); that is,
the maximum dimension should be 1024 pixels, and the ideal
height or width would be 2 raised to an integer exponent.
(Height and width can be different.) If the one or another
dimension is not equal to 2 raised to an integer exponent, the
image will be scaled down to the next valid dimension using
the GDI function StretchBlt. (The GDI StretchBlt mode can be
set to an appropriate value before creating the texture.) The
actual treatment of the source bitmap by the call to
StretchBlt is controlled by the CgleTexture member variable
m_bStretch. If it is true (the default), the image will be
stretched (or compressed, actually) and the entire image will
be copied; if m_bStretch is false, only a portion of the
source image will be copied, and no compression will
||Another rework of the CgleTexture class again; functions to load bitmaps from
resources and files were added, and the demo program was reworked.
||The major improvement this time was the elimination of separate Draw functions when
drawing textured objects. A boolean value 'bTextured' was added to the normal draw functions,
instead, and was set to default FALSE.
||This was a major upgrade. Texture coordinates for the basic shapes were
improved, the public interface of the CgleTexture class was
improved, and a number of small bugs were fixed.
||>My first attempt at developing a Win32-specific, OOP version of Linas
Vepstas' gle code. The primary benefit I aimed for was moving
all memory allocation and whatever calculation possible out of
the rendering loop, as well as the development of a consistent
interface among the various extruded object types. I also
included Kilgard's basic shapes code from GLUT, and included
textured versions of each. Mirror copies of this site are
still out there - a bit embarrassing, but what can one
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