thanks for the reply, sorry I didn't think of that on my own.
Type: Posts; User: darkrappey
thanks for the reply, sorry I didn't think of that on my own.
Is it possible to use a std::vector in place of a c-style array of floats?
Thanks
Is drawing 2 instances of 1 display list any faster than drawing 2 instances of different, yet identical, display lists?
Just wanted to add:
I decreased the range of depth from 1-800 to 20-200 and that did not affect the z-fighting.
Perhaps the problem is that there truly is 2 quads on the exact same location for...
There is a popping issue as well, but I don't think the flickering is part of it because it occurs even when the camera is only zooming and not rotating/panning.
It would not be bad to lower the...
Thanks for the reply,
I disabled depth writes and it did "fix" the problem , but as you mentioned occlusion doesn't occur. Along with that, there is this strange flickering that doesn't look like...
Hello, I am working on the particle system for my game again and ran into a new/old problem. I sort the particles and draw them in order and such and, in most cases, there is no z-fighting. However...
Thanks to both.
I am, in a sense, making a program similar to Terragen so using it to make the height maps kinda defeats the purpose :) The terrain is tightly integrated into the game so the...
I'm still very shaky on the multi-texturing subject.
I am implementing multi-texturing for detail texturing of terrain. My problem is the overlying texture seems to decrease in visibility...
Is there a straight forward method of implementing multi-texturing as mentioned in this article in a cross platform/portable way? That example is good but it uses code like:
...
That's great to know (index arrays) I think it will be a smooth process to adapt the engine to work with them as it already uses that form in the data types for storing geometry.
Ok well I think...
Yes, check out SDL at libsdl.org
Also if you do want to use a display it is pretty easy:
GLuint displayListID = glGenLists(1); //request a ID for a new list
glNewList(displayListID,...
Ok that makes a good deal of sense. Thanks.
A few questions though:
How? If each 3 values are one vertex then wouldn't it always be 9 vertices for 2 triangles?
Also, are other drawing...
I'm looking for ways to make my basic game engine run more efficiently. In paticular, rendering of objects that are not display lists. (I call them dynamic meshes, if thats a good term)
Using the...
Oh! Never mind, I fixed it. In loosing its state it was acting as if GL_TEXTURE_2D disabled.
I simply re-enabled it (glEnable( GL_TEXTURE_2D )) among other things and it works.
Sorry to waste...
I'm not sure if this belongs on a SDL forum or OpenGL forums, but I cant even find a SDL forum so here goes:
In SDL I there is this deal where if you reset the video mode (change resolution etc)...
I'm working on terrain for a project. I want to be able to have several layers of textures on the terrain at different locations.
( Eventually I want these locations to be edited in a map editor,...
Ok, and if using a alpha mapped texture then glBlendFunc( GL_SRC_ALPHA, GL_ONE ); ?
How do I make my particle system have adative blending? As in, to particles(or sprites) overlaying each other will be brighter than one alone.
-What is the reason for back face culling?
-Does enabling/disabling it improve or decrease performance? Or does it depend on the implementation?
Ok I see, and I got it working easily with GL_NORMALIZE thanks.
I see, so scaling display lists is not a good idea?
After a little more experimenting I gather that when I scale an object using glScale it progressively becomes darker and darker over all. As if...
I was thinking...
If you take a triangle and scale with emphasis on a single axis its normal would change. Right?
If you have a display list (terrain for example) with normals and call glScale...
Well I thought I understood the code you gave me but I can't seem to get it to work. The HUD quads don't show at all in orthographic. I tried switching the Z location of the quads from negative to...