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Type: Posts; User: _ShaderRookie_

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  1. Replies
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    Code fails on NVIDIA

    ContextWin32::ContextWin32(WindowHandle parent, NLOpenGLSettings settings)
    : IPlatformContext(parent, settings)
    {
    int pf = 0;
    PIXELFORMATDESCRIPTOR pfd = {0};
    OSVERSIONINFO osvi =...
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    Re: How to better use OpenGL

    I agree with that. I am not a professional, I am hobbyist. And that is something that is really jarating me off.
    I think one way to promote OpenGL to a wider audience would a better online manual...
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    Re: OpenGL3 Toolkits, C++ and a problem

    Thats awesome to hear :). Thanks for the information.


    They use it for the joystick afaik. It requires dinput.h to be present on the system. As I use Visual C++ 2008 Prof., there is no way around...
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    Re: OpenGL3 Toolkits, C++ and a problem

    I cannot take DirectX as a dependency. Sorry. I am developing something that maybe gets spreaded around (Open Source) and people want to build it themselves, so I really cannot have DirectX as an...
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    OpenGL3 Toolkits, C++ and a problem

    I tried SFML first. It can create an OpenGL3 Context, but uses deprecated functions all over the place. Cannot create a core profile.

    I tried SDL 1.3. Needs DirectX SDK to be installed for...
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    Re: Forcing Core Profile in GLEW?

    I have applied this patch from Monsieur Masserann and put the archive up for download:
    http://code.google.com/p/nightlight2d/downloads/list
    Hope you don't mind. :) Credits are given, in Code and...
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    Re: Unexplainable Error in gDEBug

    Hm, well I guess I am gonna file it to Remedy then.
    I have debugged my application from top to bottom and I really can say that there is no obvious error in my code.
    Also, as said, glGetError does...
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    Re: Unexplainable Error in gDEBug

    No one able to help?
    Did I forget any Information?
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    Re: Alpha Blending and Sorting - 2D

    Easiest way to do is with shaders.
    In the fragment shader:


    if ( color.a <= 0.1f )
    discard;

    Easy and cheap Alpha Test.
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    Unexplainable Error in gDEBug

    I have put my code on pastebin, because it has hightlighting and Linenumbers, which makes it easier:
    http://pastebin.com/1Fwywctk

    The Error:

    http://h-4.abload.de/img/glerrorjq3e.png

    Now, I...
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    Re: Need help with a rotation

    // Center of Sprite
    glm::vec3 center = glm::vec3(m_position.x + m_size.x / 2, m_position.y + m_size.y / 2, m_position.z);

    // Translate to center
    glm::mat4 trans_tmp =...
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    Re: How to begin - Science simulator

    http://www.arcsynthesis.org/gltut/

    Try this tutorial for OpenGL 3
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    Re: Need help with a rotation

    I know, but when I make + translate the sprite goes away :(.



    I tried to use glm. But I could not figure out which function to use to multiply it with the vertex. The documentation is somewhat...
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    Re: Need help with a rotation

    I have updated my code:


    for ( int i=0; i < 6; i++ )
    {
    f32 x_origin = m_vertices[i].x - m_size.x / 2;
    f32 y_origin = m_vertices[i].y - m_size.y / 2;

    f32 x = (m_vertices[i].x *...
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    Need help with a rotation

    I have issues bringing rotations into my app. I want to rotate a sprite around its center, consisting of 2 Polygons.
    My Setup:
    I set the projection matrix in the shader. I want to do the rotation...
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    Re: Texture Mapping Triangle Strip VBO?

    Textures are bound with glBindTexture, not glBindBuffer :).
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    Re: Polygon Smooting (2D)

    If you want antialiased Fonts, use the Freetype library from freetype.org or AngelCode's BMFont Generator which generates a texture for your font. ...
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    Re: Sprite Batcher Strategies

    Nah, I am not bitching about the FPS. :D I know about VSYNC. I am a noob, but not such a big noob :D.
    I am moaning about the 333 OpenGL Calls per Frame :) for roughly 20-30 Sprites.
    Sorry for the...
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    Re: Sprite Batcher Strategies

    Maybe I have chosen the wrong word, but this is a performance graph:
    http://img11.imageshack.us/i/glperf.jpg/

    Thats ogl/calls per frame while rendering about 20 sprites. Ands thats simply too...
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    Sprite Batcher Strategies

    So, I want to make an efficient Sprite Batcher because I am nearly fill rate capped with a few Sprites.
    Yesterday I implemented a SpriteSheet to eliminate all glBindTexture Calls during the scene....
  21. Re: Quads not displaying correctly in Wireframe

    I have reworked this code partially. I did not use interleaving correctly. My data was VVVVCCCCTTTT but it should be VCTVCTVCT.
    So this is now what I have:
    http://pastebin.com/0VFfy40W
    But not it...
  22. Re: Quads not displaying correctly in Wireframe

    Sorry Alfonse, but thats not true (the first sentence) :). No offense.
    I assume the Harware renders 2 Polygons. GL_QUAD in 3.2 is deprecated, so I do not use it. I render with GL_TRIANGLE_STRIP as...
  23. Quads not displaying correctly in Wireframe

    Sorry to bug you again here, but everyone I showed the code said it is correct and I am out of friends now to ask more :D.

    I draw my vertices as triangle strip and I generate 2 Triangles to draw...
  24. Re: Texture Flickering on the Right Side of the Screen

    Hi ZBuffeR.
    Thanks for your reply. I feel kinda dumb not to thought about GL_NEAREST. That solved the problem entirely and also the white line around my sprites.
    Thanks a Ton.
  25. Texture Flickering on the Right Side of the Screen

    I have Sprites in the Size of 64x64. They enter the screen from the right.
    Their initial position is:
    screen_x+size+20
    So they don't spawn in front of the player.
    When they enter the screen on...
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