Orzech and 31337, ROTFLMAO!
Anyway, say I'm displaying an array of points as "tiles". I've got a 64x64 array, each with a z value that I use to construct a set of 3x3 tiles.
...
Type: Posts; User: Heaven
Orzech and 31337, ROTFLMAO!
Anyway, say I'm displaying an array of points as "tiles". I've got a 64x64 array, each with a z value that I use to construct a set of 3x3 tiles.
...
Well. I tried several different driver versions for the Voodoo3 and finally, using 3dfx beta 1.07 drivers dated 1-15-2001 (actually shows up in game as 1-16-01), fullscreen picking works at full...
After reloading the latest drivers (by way of the GLSETUP program) I now get an illegal operation and my engine crashes to the desktop in fullscreen mode when I right click.
Geesh.
When I do...
From MSDN Home > MSDN Library > Windows GDI > Device Contexts > Device Context Reference > Device Context Functions:
"The ReleaseDC function releases a device context (DC), freeing it for use...
You know, you don't have to release the DC of a classed window.
Here's my shutdown code:
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To...
Hi there. This is weird. I'm trying to get picking working using the GL_SELECT rendermode. When I'm in fullscreen mode, each pick takes like 1 full second to process. When I'm in windowed mode it...
Can't you get the initial position of the mouse on a mousebutton down event, then get the final position of the mouse on the mousebutton up event?
In between you draw a rectangle every frame from...
Revised the rendering function. Now renders terrain mesh, water mesh, and objects in one pass instead of three.
Added some functions like wireframe, texturing toggle, adjustable water depth,...
Revised the rendering function. Now renders terrain mesh, water mesh, and objects in one pass instead of three.
Added some functions like wireframe, texturing toggle, adjustable water depth,...
From what I read, Windows BMPs don't have an alpha channel. First I load the bitmap into a temporary buffer, then I copy that buffer to my texture adding a 4th byte for the alpha. This means I have...
I've got what I feel is a decent water model going so far, where the water is represented by a height field just like my terrain and is perturbed with sine functions in realtime (check out ...
I have a question regarding the way I'm drawing my objects (trees and boats so far).
The landscape is a heightmap rendered as triangles to form a square grid. Projection is orthogonal. I first...
Check out some shots and the zipped executable at:
http://www.knology.net/~heaven
Let me know what you think. I'm hoping to accomplish something at least as good as War 2. ...
Couldn't you just take the dot product between each vertex normal and the light vector? Or is that just another way of saying "casting a ray"? Heh heh.
Are you doing this in realtime or...
Just a few comments about my progress on the off chance anyone's interested.
I load in a greyscale bitmap and generate my map information dynamically based on size (memory permitting). I've got...
More quads mean a slower engine, but how else can you get sinusoidal perturbations in wave height to emulate real ocean like waves?
I've got an additional "height map" for my ocean grid which I am...
I've got the same problem and am using the same method as you are until I get a textured wavy surface going. When I zoomed my camera in and scaled my view down to keep everything the same size it...
I believe the FAQ code said that since the projection and modelview matrices are already normalized, you don't need to normalize the results. Thus, you can take out all the "normalize the result"...
I finally got it. Thanks Dans for your help. I really appreciate it.
Persevering under your expert tutelage I finally found the cause of my problems. My "xpos" and "ypos" (and BTW I force the...
I've done my best to implement the code Dans gave me in my previous post, but with mixed results. It gets me in the ballpark but it's chopping like mad on me. The transitions are not smooth between...
I've checked a few other posts but I'm still not getting this.
My map is a height field, with fixed distance x/y and variable z.
My eyepoint goes from [0.0...1.0] before you wrap to the next...
Any way to avoid having to reboot to clear this up so I can recompile and rerun the program?
Much thanks in advance for any help on this one.
Heaven
heaven@knology.net
I was just thinking, since we can texture any primitive (including lines), what would prevent me from drawing the trunk and branches of a 3D tree using fat GL_LINEs? I could then slap some...
I was just wondering what could be going on here. Clear color is set to 0.5f, 0.5f, 0.5f, 0.5f, and the fog color is set to exactly the same. That's nice, right? Well, my distant polys aren't...
Could somebody help me out with theory here? I'd sure appreciate it.
Map is say, 1024x1024, an array of floats representing z values loaded from a greyscale bitmap at runtime:
float...