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Re: JOGL Shader Questions

Posted by bgroenks96 on Mar 25, 2013; 10:03pm
URL: https://forum.jogamp.org/JOGL-Shader-Questions-tp4028783p4028815.html

Ok I'm going to try and clarify what I'm trying to do here so that maybe it will be easier for you guys to point me in the right direction:

I want to be able to have a collection of renderable objects that contain loaded BufferedImages (sprites) that can render their content to a central frame renderer.  In my Java2D renderer, I did this by passing around a Graphics2D object generated by a VI.

I am first planning on writing class that would perform the necessary conversions and transformations to a BufferedImage on load.

I am using a FPSAnimator to control the rendering loop.

The reason I want a shader is for enabling gamma correction on rendered frames (and possibly lighting later on).

I'm stuck right now on how I should be collectively rendering the images.  Should I be loading them as Textures and drawing them as quads?  Or should I be using glDrawPixels?