+1eatcomics wrote:OOOOOH PRETTY!!!!! *reaches out to touch*
![Laughing :lol:](./images/smilies/icon_lol.gif)
Moderator: Coders of Rage
+1eatcomics wrote:OOOOOH PRETTY!!!!! *reaches out to touch*
SWEEETxiphirx wrote:After 10 straight hours of work, pounding my head against a wall, and everything else imaginable
:DFirzen wrote:SWEEETxiphirx wrote:After 10 straight hours of work, pounding my head against a wall, and everything else imaginable
Unsure atm, hopefully I have D: If I haven't, I'll just remove SDL, etc and install vs2010. Hopefully that works.pritam wrote:Very very nice :D
Did you sort out your dev environment btw, to release a demo?
Sanku.epicasian wrote:Dude, I have to say.
This looks amazing:D
agreed, that is sick son,epicasian wrote:Dude, I have to say.
This looks amazing:D
Ducky wrote:Give a man some wood, he'll be warm for the night. Put him on fire and he'll be warm for the rest of his life.
Why does this still seem so fucking cool? :Pxiphirx wrote:Aye, the OpenGL Port is here.
http://arse.voidteam.net/Personal/charr ... licker.zip
:D
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches!
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// -- Create FBO
//Create Rendering buffer
glGenRenderbuffersEXT(1, &flamesFBODepth); // Create render buffer
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, flamesFBODepth); // Bind the render buffer
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, sw, sh);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, flamesFBODepth);
//Create Texture
glGenTextures(1, &flamesFBOTexture);
glBindTexture(GL_TEXTURE_2D, flamesFBOTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sw, sh, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//FBO
glGenFramebuffersEXT(1, &flamesFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, flamesFBO);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, flamesFBOTexture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, flamesFBODepth);
//Check if it was successfully created
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
return false;
//Unbind...
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, flamesFBO);
glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT);
glClearColor (1.0f, 0.0f, 0.0f, 1.0f);
glLoadIdentity();
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glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindTexture(GL_TEXTURE_2D, flamesFBOTexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);