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ManagedGL 2 beta release

Started by Sijmen 3 replies 1.7k views
Original Post
Sijmen
Sijmen
First, some info on the open source project ManagedGL. Originally, I wanted to build ManagedGL as a replacement for SDL.NET, which I forked. The library progressed well, and became very usable already. However, it became appearent that this way was not the way to go for ManagedGL. It leaned to much on the original design of SDL, and only served as a thin wrapper with some helper classes (most important, the BitmapFont class). I wanted automation, I wanted neatness, and above all, I wanted innovation. That's when I began writing ManagedGL 2, based on the .NET Framework 2.0, and written in C# 2. This new version is built on automation, and lets you create special Processing Chains with which you can automate much-used surface processes - such as loading, colorkeying, and converting. Even better, you can do those tings with one call to the chain! You can build these chains yourself, and you can implement your own processes - think about adding a shadow for example, or an alpha color gradient. For more information about the idea, check out this thread, which covers the topic extensively, together with some example code. You can obtain even more info, and the source at the Sourceforge project page. -- Original news message -- ManagedGL is being completely rewritte for the .NET Framework 2.0. The design has been completely renewed, and is now built upon the so-called Processing Chains, which allows the programmer to easily set up automated image/surface macro's. An example: when the programmer makes a Surface Processing Chain and adds some pre-built Surface Processors: SurfaceLoader, SurfaceConverter, and SurfaceColorkeyer. Now the programmer can load, convert, and colorkey a surface with 1 single call. New beta releases will be following shortly. -- Release notes & changelog -- Hi and welcome to this new and improved version of ManagedGL. This version is preliminary, and not ment for production use. ManagedGL is licensed under the terms of the GNU Lesser General Public License, which you can find in License.txt. Changelog: 1.90 - first ManagedGL 2 beta release + Surface processing chains + Several surface processors: blitter, colorkeyer, converter, and loader + Basic surface implementation + Basic Main Window implementation Thank you for taking your time to read this, and I look forward to some comments.
DMINATOR
DMINATOR
That's interesting, are there going to be any examples made , to demonstrate how managed OGL2 simplifyes the coding process ?
Sijmen
Sijmen
Sorry for the misunderstanding, but OpenGL is something entirely different from ManagedGL, which stands for Managed Game Library.
DMINATOR
DMINATOR
OH now that was really confusing :). Damn I see OpenGL anywhere GL is found :)
Sijmen
Sijmen
Quote:
Original post by DMINATOR
OH now that was really confusing :). Damn I see OpenGL anywhere GL is found :)


I still suggest taking a look at the example in the other thread I link too :)

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