I can draw particles! Yay! No pictures yet, as the particles emitted are far from.. interesting. I will try to set up some simple patterns that would be more interesting to show off.
Particles are currently drawn as a point cloud, where one point is one pixel. I later plan on implementing a shader to replace this with either textures or models.
Also I’ve got some strange light behaviour in my openGL context. The particles look odd when drawn, but this is currently treated as a minor issue. The actual positioning and behaviour of the particles is right.
So for week 2 I’ve had a little success experimenting with examples and even implementing a simple particle emitter. I can now easily render and calculate five million points from home (where I have got a GTX 560 card). The particle emissions are far from.. interesting at this point in time, but it turned out that calculating and drawing them directly from the GPU was relatively simple. Issues have been few apart from depression.
I ultimately gave up on tending to the OclManager class as I came to my senses. It would be an ultimate timewaste unless I want to tidy my code, and tidying in a sense is similar to optimization. We all know the saying “premature optimization is the root of all evil”. I may get back to it later however, it isn’t a key detail. It did however serve a purpose though, as it gave me room to experiment with setting up an openCL context.