Search found 23 matches
- Tue Jan 24, 2017 12:31 am
- Forum: Programming Discussion
- Topic: Programming Professor shinanigains
- Replies: 4
- Views: 18643
Programming Professor shinanigains
Hello, I couldn't think of a better topic to post this question in other than programming discussion because it has to do with programming. To be more specific, learning programming from a tenured college professor who may or may not know how to teach or what they're doing. I am a sophomore undergra...
- Sat Dec 03, 2016 11:19 am
- Forum: Programming Discussion
- Topic: Optimal use of frame buffers in a 2D game.
- Replies: 7
- Views: 11050
Re: Optimal use of frame buffers in a 2D game.
Thank you.
I guess I thought blending was a part of the fixed-function pipeline, and when I use shaders, any blending I wanted to occur is calculated in the shader. I guess I should study farther in some books. Thank you though.
I guess I thought blending was a part of the fixed-function pipeline, and when I use shaders, any blending I wanted to occur is calculated in the shader. I guess I should study farther in some books. Thank you though.
- Fri Dec 02, 2016 4:16 pm
- Forum: Programming Discussion
- Topic: Optimal use of frame buffers in a 2D game.
- Replies: 7
- Views: 11050
Re: Optimal use of frame buffers in a 2D game.
This seems to me like a solution you came up with yourself. My question is: what is the problem? If you can elaborate on what problem you're running into more specifically than "my code is a mess", perhaps we can offer you some ideas. I'm having this problem with shaders and frame buffers...
- Fri Dec 02, 2016 9:42 am
- Forum: Programming Discussion
- Topic: Optimal use of frame buffers in a 2D game.
- Replies: 7
- Views: 11050
Re: Optimal use of frame buffers in a 2D game.
Are you sure that what you are talking about here is not "vertex buffers" rather than "frame buffers"? No, I'm actually talking about user-defined frame buffers, frame buffer objects. Maybe this is a dumb question and I'm overthinking the problem. I understand the whole front bu...
- Wed Nov 30, 2016 10:08 pm
- Forum: Programming Discussion
- Topic: Optimal use of frame buffers in a 2D game.
- Replies: 7
- Views: 11050
Optimal use of frame buffers in a 2D game.
Greetings, I have a question regarding how I should use frame buffers in OpenGL 3.3 for a 2D game I'm slowly making. I tried to write down all the frame buffers I think I'd need. Each framebuffer would be the dimension of the screen, so 640x480 for instance. I came up with something like this: Use a...
- Sun Jan 31, 2016 12:59 pm
- Forum: Programming Discussion
- Topic: Animating a texture in OpenGL
- Replies: 3
- Views: 9362
Re: Animating a texture in OpenGL
You can give your shader some uniforms that define which part of the texture to use and use them to calculate the value of gl_TexCoord[0] in your shader. Manipulating the texture matrix is also possible but I find the uniform approach more straight-forward. I'm not using shaders though. I'm learnin...
- Sat Jan 16, 2016 11:34 am
- Forum: Programming Discussion
- Topic: Animating a texture in OpenGL
- Replies: 3
- Views: 9362
Animating a texture in OpenGL
Hello, I have a question. What is the best way to animate a sprite from a sprite sheet loaded in as an OpenGL texture? The only ways I could think of were to change the values used in glTexCoord*() or to switch the matrix mode to GL_TEXTURE and then use glTranslate*(). What other ways are there? Rig...
- Tue Sep 22, 2015 12:32 pm
- Forum: Programming Discussion
- Topic: Identifier not found when it is.... what?
- Replies: 5
- Views: 9186
Re: Identifier not found when it is.... what?
Sorry, I had to type this post twice because my internet was being stupid. So the second time was a little rushed. I keep getting the error "identifier not found." Can you please post the exact, full error in [ code ] tags. I have no idea which identifier you're talking about. Are you sur...
- Mon Sep 21, 2015 4:04 pm
- Forum: Programming Discussion
- Topic: Identifier not found when it is.... what?
- Replies: 5
- Views: 9186
Re: Identifier not found when it is.... what?
Well it's not working. Well I can't help you [without more information about your actual problem]. Could you perhaps describe what exactly "not working" means? Sorry, I had to type this post twice because my internet was being stupid. So the second time was a little rushed. I keep getting...
- Mon Sep 21, 2015 3:22 pm
- Forum: Programming Discussion
- Topic: Identifier not found when it is.... what?
- Replies: 5
- Views: 9186
Identifier not found when it is.... what?
I am making a level editor with C++ and SDL. In this program, I have function called CreateTexture() that returns a texture with the dimensions specified in what I pass through the parameters. This function is declared in a header SysFunc.h and defined in SysFunc.cpp (sorry if I use the wrong termin...
- Fri Jul 31, 2015 9:49 am
- Forum: Programming Discussion
- Topic: Passing a Pointer as a Reference, Deallocating SDL2 objects
- Replies: 7
- Views: 12229
Re: Passing a Pointer as a Reference, Deallocating SDL2 obje
When the function goes out of scope, the copy of the pointer is destroyed (again, it's just an integer on the stack; whereas the thing it points to (in this case the "SDL_Renderer") is dynamically allocated memory on the heap which needs to be freed at some point). So you don't need to &q...
- Mon Jul 27, 2015 11:28 pm
- Forum: Programming Discussion
- Topic: Passing a Pointer as a Reference, Deallocating SDL2 objects
- Replies: 7
- Views: 12229
Passing a Pointer as a Reference, Deallocating SDL2 objects
So I have a big question. I'm using C++ with SDL2 and I want to know if I can pretty much do this without any damage: #include<SDL.h> //Creates an SDL Texture in a very unefficient manner SDL_Texture* CreateTexture(SDL_Renderer*& render, int width, int height) { //Create and fill a surface SDL_S...
- Sat Mar 21, 2015 8:45 am
- Forum: Programming Discussion
- Topic: My lack of Problem Solving abilities
- Replies: 2
- Views: 4307
My lack of Problem Solving abilities
Hello! I have gotten to the point of my programming knowledge to know that I have surpassed the noobs. I may have even consider myself surpassing the intermediates but there's really something holding me back from that. Say for example, I wanted to make a shmup. I wouldn't know how to go about doing...
- Wed Mar 04, 2015 9:55 am
- Forum: Programming Discussion
- Topic: OpenGL Textures with SDL
- Replies: 8
- Views: 4481
Re: OpenGL Textures with SDL
I tried using every possible flag, which probably isn't good, and GL_BGR WORKS. The question is why does it work? Do I need to read the red book of OpenGL in order to fully understand why?
- Tue Mar 03, 2015 10:06 am
- Forum: Programming Discussion
- Topic: OpenGL Textures with SDL
- Replies: 8
- Views: 4481
OpenGL Textures with SDL
I've been learning how to program OpenGL with SDL in C++ and I've reached a point where my mind has been obliterated. I am no computer scientist so OpenGL is god-like powers for game development. What I'm trying to wrap my head around is the bits and bytes and depth size and buffer size. At least th...