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Get to know O-san...  GDNet+
Full Name Daniel Olofsson
Nickname O-san 
State/Province, Country Vasterbottens Lan   Sweden
GD Gathering City Umea, Vasterbottens Lan, Sweden
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Rating 1216  (Rate this user)
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358  
Member Since 4/19/2007 7:40:22 AM
GDNet+ Journal http://members.gamedev.net/osan/journal/
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Some recent topics started on our forums
Apple Catcher for iPhone is out Hi! I posted about this in my developer journal... but I don't think all that many people read it ;) Nevertheless I like to present a newly released game called Apple Catcher developed by OddGames. The goal of the game seams trivial at first but as... 
Posted October 22, 2009 11:42:17 AM
iPhone alpha testing Has anyone tried to render a lot of graphics using opengl alpha test on the iPhone? I have read that alpha testing is SLOW on the iPhone. Is it out of the question to rely on alpha testing for the majority of the graphics in a game eng... 
Posted October 19, 2009 4:19:16 AM
Rymdraket!! My team and I (my two brothers and I) developed a game called Rymdraket during 2002-2003. It's a multiplayer game set in space, sort of like thrust but against other players. Because of a hard drive crash the game was partially lost and hence I could... 
Posted October 1, 2009 11:54:11 AM
removing item in std::list Hello! I am converting a data structure from linked list pointers to std::list. Previously I had two functions for removing items in a linked list. The first function deleted the item using delete myPointer; and redirected the neighboring pointers... 
Posted June 8, 2009 11:24:35 AM
Copy depth texture Hello! I am trying to copy a shadow map texture into another texture using glCopyTexSubImage2D but to no avail. Is it possible to copy depth data from an fbo using that function? If not, can I do it in another way? Any help appreciated. 
Posted June 11, 2009 10:10:39 AM
Blurring shadow map Hi! I am trying to blur a shadow map but am having some performance issues. The easy solution; sample the neighboring fragments (shadow2D()) as many times as desired and divide the result equally. This causes bad performance with just 4 samples. I ha... 
Posted April 4, 2009 6:05:13 AM
ATI shadow map filtering Hello! I am having issues with an ati card (radeon x1650 pro) when doing shadow mapping. Using an nvidia graphics card I can get nice bilinear filtered shadows. With ati I can only manage to get nearest filtered shadows using the same functions... 
Posted April 3, 2009 6:57:44 AM
Blur artifact Hi! I'm having trouble with my bloom shader. The shader blurs my scene in two passes, first a horizontal pass then a vertical pass. When I render my screen aligned quad I get a seam that stretches from corner to corner of my screen: The s... 
Posted January 23, 2009 4:27:06 AM
glUseProgram I've made a lighting shader system which uses one shader for each number of lights. Let's say I've got two lights then I would use: glUseProgram(two_lights_prg) ...and for one light i would use: glUseProgram(one_light_prg) I was... 
Posted January 9, 2009 9:50:50 AM
npot textures How do OpenGL deal with textures which are in npot-format when the graphic card lacks support for it? Does the texture become all corrupt or does it rely on some sort of mip-maps instead? 
Posted December 4, 2008 2:45:24 PM
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Some recent replies made on our forums
SDL Isometric It's not much different from doing it in any other framework. I am using win32 for my map editor and sdl for a game I'm creating which relies upon maps created in the editor. Tile selection is more dependent on your isometric setup than on... 
Posted November 15, 2009 5:31:29 PM
Using 3D boxes for isometric view I sent you a PM :-) it's great to see more people interested in isometric games! :-) 
Posted November 10, 2009 3:50:32 AM
Apple Catcher for iPhone is out Thanks! I have painted it with standard graphics tools. Gimp is free and sufficient. The animations are created with Pro Motion 6, a cheap painting program. 
Posted October 23, 2009 7:23:18 AM
Apple Catcher for iPhone is out A small You tube video showing the game play. 
Posted October 23, 2009 4:48:30 AM
Rymdraket!! No reason really, the name just stuck =) 
Posted October 1, 2009 2:57:49 PM
Simulating water Draw a texture that has some repeating ripples and bind it to a quad. Adjust the UV coordinates over time to make the ripples move. Then set slight transparency so that the ground can be seen through the water and voila, you got some tacky water.  
Posted July 23, 2009 3:40:07 AM
Directx vs Opengl DirectX is not an equivalent of OpenGL. They are both good however. Write a small app and find out for yourself. If you are on Linux or OS X you have no choice but to go with OpenGL. 
Posted June 30, 2009 4:26:27 PM
Shadow Mapping Slight Problem You should only apply the shadow map on the diffuse and specular components of a fragment not the ambient. In glsl this is quite easy. With fixed function you need to render the scene in two passes (I think, I could be wrong). One pass... 
Posted June 23, 2009 2:29:53 PM
My Isometric Engine Wow, very nice! But how come you are using low resolution graphics for the backgrounds when the character and objects are in high resolution? It’d also be interesting to hear about how you calculate and render your penumbras. 
Posted June 23, 2009 12:47:38 PM
removing item in std::list It works great, thanks a lot! 
Posted June 11, 2009 2:55:51 PM
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