|
Some recent topics started on our forums |
Screenshots from my "NGine"
|
These are some screenshots from my own OpenGL engine.
The screenshots are a few month old, because I've quit the project until now - it just got too complicated for me to handle it all by myself.
But I figured I might as well show some nice pictu... |
Posted January 8, 2007 1:13:13 PM
|
SDL_net losing sent packets
|
Hello everyone,
I'm currently using SDL_net for a little casual game which uses multiple clients, which is why I have to use socketsets.
I now have the problem, that in cases where I send several packets quickly one after another from the cl... |
Posted August 25, 2009 1:36:22 PM
|
Problems reading Vertexbuffer [solved]
|
Hey there,
for my current project I want to use DirectX in combination with Newton Game Dynamics.
One problem I now have really confuses me.
I load a bunch of X meshes via D3DXLoadMeshFromX.
From those meshes I need to create an exact collision... |
Posted September 2, 2007 11:18:40 AM
|
Beefing up lightmaps
|
Hello everyone,
I've been thinking about how I could make the general lightmapping algorithm to be at least a little dynamic - like turning lights on/off, make it pulse, etc while runtime without having to calculate additional lightmaps.
Wha... |
Posted September 12, 2006 6:47:30 AM
|
Differences Rendermonkey - GL application [solved]
|
Hello everyone,
I'm having a little problem with using the same shader in Rendermonkey and an OpenGL application but getting different results.
This is a simple cubemap reflection, and I don't really know, what I could have done wrong.
Here... |
Posted August 12, 2006 7:28:58 AM
|
Combining lightmaps and bump/parallax mapping
|
Hello everyone,
I've recently finished a lightmap implementation for my engine.
I really like the results, but I wonder, if it is possible to beef everything up a bit.
That's why I wanted to ask, if there is any experiences around for combining... |
Posted July 20, 2006 8:16:48 AM
|
Questions regarding D3DXLoadMeshFromX and LPD3DXMESH
|
Hello everyone,
I normally belong the the OpenGL faction (but please don't hunt me out of this forum anyway ;) ), but now certain circumstances require me to parse DirectX .X files.
Because I don't really feel like writing a parser myself, I th... |
Posted May 21, 2006 5:32:07 AM
|
3DSMax 8, render to texture and UVWs
|
Hello everyone,
I hope this is the right forum for my question. If it isn't, please feel free to move it to a more suitable forum.
Ok, here it comes:
I'm currently trying out different lighting/shadowing methods for my engine. One thing I'... |
Posted May 13, 2006 10:14:00 AM
|
Multipass Rendering [Resolved]
|
Hello everyone,
I've recently implemented a per-pixel lighting shader (written in glsl) within my engine.
I'm doing multiple passes per active light (up to 8). Everything works fine, except that I don't know, how to properly combine the results f... |
Posted May 6, 2006 8:29:28 AM
|
MFC and CTabCtrl [Resolved]
|
Hello everyone,
I've recently implemented some Tab Controls within my MFC project following this tutorial.
Everything worked fine, until I wanted to implement a Tab Control within another.
The Tab Control that's embedded within another won't a... |
Posted April 12, 2006 5:14:56 AM
|
View All Topics Started By This User
|
|
Some recent replies made on our forums |
SDL_net losing sent packets
|
Ah, ok - then i "just" need to enhance my packet reconstruction factory a bit.
This class already takes a binary stream and reconstructs a network packet from the first 4 bytes.
It just needs to be able to create an array of packets from a single s... |
Posted August 25, 2009 2:20:45 PM
|
Problems reading Vertexbuffer [solved]
|
Ok, problem solved.
Thanks to sirob over at the IRC ;)
The memcpy was buggy...you shouldn't be indexing floats if you are measuring in bytes.
Changed
float *pV=(float*)pMessage->pVertices;
to
char *pV=(char*)pMessage->pVertices;
and... |
Posted September 2, 2007 4:05:44 PM
|
Screenshots from my "NGine"
|
Thanks for the feedback :D
The reflection is based on this tutorial
For the models I used the DirectX X format ;) |
Posted January 11, 2007 3:50:52 AM
|
Lightmaps and Smooth Shadows
|
Hey there,
did you ever have a look at Gile[s]?
If not, give it a try.
It's a very nice program, that gives very good results - at least I'm sadisfied with it ;)
Greets
Chris |
Posted November 20, 2006 3:08:19 AM
|
how to use the shader in the program?
|
For GLSL: http://www.lighthouse3d.com/opengl/glsl/ |
Posted September 13, 2006 6:59:11 AM
|
Some coding problems on GL
|
There actually is no "rule".
GL_TEXTUREi just identifies the texture stage you wish to work with (GL_TEXTURE0 - GL_TEXTURE7). |
Posted September 13, 2006 3:27:02 AM
|
Some coding problems on GL
|
If you want to use multitexturing, glActiveTexture is one of the functions you will need.
It tells, what texture stage (0-7) you want to use for enabling/disabling texturing, or binding textures.
You could look at this neighbour thread for a... |
Posted September 13, 2006 3:15:38 AM
|
mapping 2 textures to 1 object
|
Yes, I figure Mars is right - bind your two textures like he posted, and it should work ;)
There is another thing you should correct though:
Between the rendering of your first (multitextured quad), and the second one, you have following cal... |
Posted September 13, 2006 1:43:50 AM
|
mapping 2 textures to 1 object
|
You need to use those brackets for sourcecodes: []
;)
I'll take a look at your code tomorrow. |
Posted September 12, 2006 2:24:29 PM
|
mapping 2 textures to 1 object
|
You need to enable GL_TEXTURE_2D for every multitexturing stage.
i.e.:
glActiveTextureARB (GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glActiveTextureARB (GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
... Render your stuff ...
glActiveTex... |
Posted September 12, 2006 2:08:15 PM
|
View All Replies Made By This User
|