#Ork Ork home page
##Introduction Ork, for OpenGL rendering kernel, provides a C++ API on top of OpenGL, which greatly simplifies the development of 3D applications.
##Example Suppose that you want to draw a mesh in an offscreen framebuffer, with a program that uses a texture. Assuming that these objects are already created, with the OpenGL API you need something like this:
glUseProgram(myProgram);
glActiveTexture(GL_TEXTURE0 + myUnit);
glBindTexture(GL_TEXTURE_2D, myTexture);
glUniform1i(glGetUniformLocation(myProgram, "mySampler"), myUnit);
glBindBuffer(GL_ARRAY_BUFFER, myVBO);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 16, 0);
glEnableVertexAttribArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, myFramebuffer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
With the Ork API you simply need two steps (and the first one does not need to be repeated before each draw, unless you want a different texture for each draw):
myProgram->getUniformSampler("mySampler")->set(myTexture);
myFramebuffer->draw(myProgram, *myMesh);
I am playing with integrating Proland in a project, and Proland runs on Ork. Since Ork does not allways build and run out of the box, the are some modifications to be done.