Search found 387 matches
- Fri Aug 06, 2010 2:14 am
- Forum: Game Development
- Topic: Blade Brothers Engine: Creating my first 2D Game Engine
- Replies: 272
- Views: 38494
Re: Blade Brothers Engine: Creating my first 2D Game Engine
If you REALLY want to obtain the texture width/height from OpenGL, bind the texture, and call: int width, height; width = height= 0; glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width ); glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height ); This obtains ...
- Fri Aug 06, 2010 2:01 am
- Forum: Programming Discussion
- Topic: mvEngine Development Thread
- Replies: 115
- Views: 8032
Re: mvEngine Development Thread
Alright, I'm going to save you some time and just tell you that this guy's code is barre none some of the WORST image loading code I have ever seen in my entire life. It is needlessly arcane, it is totally incomplete (he leaves out things in the header that would make this significantly easier), and...
- Mon Aug 02, 2010 9:07 pm
- Forum: General Gaming
- Topic: STEAM IDs Post them here
- Replies: 43
- Views: 39647
Re: STEAM IDs Post them here
Steam ID: gRxMx
I'm always up for L4D, L4D2, HL2DM, CS:S, Alien Swarm
I'm always up for L4D, L4D2, HL2DM, CS:S, Alien Swarm
- Mon Aug 02, 2010 9:00 pm
- Forum: General/Off-Topic
- Topic: Active
- Replies: 13
- Views: 1590
Re: Active
You're probably about 16 or 17 aren't you? :] The way you say it makes it sound like "Yea guys, I know you're going to miss me because i've got just SO much to do, so come to my forum where I'll grace you with my precious time". Which is, to put it lightly, douchey. You might say something...
- Mon Aug 02, 2010 6:30 pm
- Forum: Programming Discussion
- Topic: mvEngine Development Thread
- Replies: 115
- Views: 8032
Re: mvEngine Development Thread
The default pixel modulation operation is GL_MODULATE. This takes the source color and source texel data and performs a mix of them by color multiplication. If you want the texture to appear as it does on its own, simply don't pass a color when rendering, or change the modulation op to GL_REPLACE. g...
- Mon Jul 26, 2010 12:36 am
- Forum: General/Off-Topic
- Topic: I Got A Question On Being A Game Programmer As Job
- Replies: 30
- Views: 3928
Re: I Got A Question On Being A Game Programmer As Job
Here's what I would liken obtaining a job at a major studio to: becoming an airline pilot. Granted, your chances of being an airline pilot are probably significantly better. You essentially have to eat, sleep, and breathe this junk...and you have to do it well ....er, at least better than "that...
- Fri Jul 23, 2010 10:32 am
- Forum: General/Off-Topic
- Topic: Official "Hello, World! (I'm new!)" thread
- Replies: 821
- Views: 601303
Re: Official "Hello, World! (I'm new!)" thread
isamgray, Welcome :]
It's one of the few game development communities out there that won't sicken you. I haven't run across any douchebags here (except avansc
).
You're from Dallas too! :D +1.
It's one of the few game development communities out there that won't sicken you. I haven't run across any douchebags here (except avansc
![Wink ;)](./images/smilies/icon_wink.gif)
You're from Dallas too! :D +1.
- Fri Jul 23, 2010 10:22 am
- Forum: Programming Discussion
- Topic: Is win32 a requirement? [SOLVED]
- Replies: 7
- Views: 695
Re: Is win32 a requirement? [SOLVED]
I wouldn't waste your time forcing yourself to learn it. It's one of those things that you'll pick up as you move along. It's not the end, its a means to an end. It's "Just another API" that you'll end up becoming familiar with if you're a part of any big windows project. Similarly if you ...
- Wed May 19, 2010 11:20 am
- Forum: Programming Discussion
- Topic: Halp plz [solved]
- Replies: 4
- Views: 430
Re: Halp plz
The third parameter to those mapping functions is the stride. This is the distance between consecutive "colors", or "positions", or what have you.
Remove the padding and go with: glVertexPointer( 3, GL_FLOAT, sizeof( vertex_format ), BUFFER_OFFSET( OffsetPosition ) );
Remove the padding and go with: glVertexPointer( 3, GL_FLOAT, sizeof( vertex_format ), BUFFER_OFFSET( OffsetPosition ) );
- Mon May 17, 2010 6:34 pm
- Forum: Programming Discussion
- Topic: deleting an object
- Replies: 9
- Views: 671
Re: deleting an object
Have you supplied good copy constructors?
You may be pushing a copy somewhere, then when its destroyed you end up with two delete's.
You may be pushing a copy somewhere, then when its destroyed you end up with two delete's.
- Wed May 12, 2010 11:29 pm
- Forum: Current Events and Science/Technology
- Topic: Point Clouds as Basis for 3D Computer Graphics Breakthrough
- Replies: 4
- Views: 1484
Re: Point Clouds as Basis for 3D Computer Graphics Breakthrough
Whether this guy has actually managed to do this is something I'm still a little skeptical about. He's a little passive aggressively arrogant in a way only a brit can be ;] I kid. However arrogant he is, though, this technology is not far off the mark. There have already been several proof of concep...
- Tue May 11, 2010 9:22 pm
- Forum: Programming Discussion
- Topic: How often are physics forumlas used in 3D programming?
- Replies: 7
- Views: 611
Re: How often are physics forumlas used in 3D programming?
In 3D programming you'll see them quite frequently. However, you often will not see them in "textbook form". The methods you learn about in the classroom are exact methods which are often very computationally expensive. You're more likely to see the same formulas but widdled down under &qu...
- Tue May 11, 2010 9:15 pm
- Forum: Programming Discussion
- Topic: Removing glow around pictures
- Replies: 24
- Views: 1875
Re: Removing glow around pictures
So far as the hardware is concerned, it's merely an additional operation that involves a few lerps or simple accumulation depending on the blend mode. The only thing you SHOULD be sacrificing here is the 1 to 32 bits of space (depending on image format) to store the alpha. You DO take a small hit fr...
- Sun May 09, 2010 8:37 pm
- Forum: Programming Discussion
- Topic: gluPerspective problems
- Replies: 11
- Views: 978
Re: gluPerspective problems
Whoops, yes move FARTHER away :] Gotcha. It depends on where the object's "z" is in relation to the near and far clip planes as to how much of an effect a translation laterally will actually have on the final location. If you're very close to near, it'll have a huge effect. If you're very ...
- Sun May 09, 2010 7:52 pm
- Forum: Programming Discussion
- Topic: gluPerspective problems
- Replies: 11
- Views: 978
Re: gluPerspective problems
The reason this is the case is because, like I said, perspective projections do not preserve linearity. This is why they're called "perspective" projections. If you've got an orthographic camera, no matter how close or how far away from the object, it will visibly appear the same no matter...