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rubenhak

Member Since 21 Jun 2007
Offline Last Active Jun 18 2012 11:45 PM

Posts I've Made

In Topic: Bloxorz game in OpenGL.

08 June 2012 - 03:45 PM

before you get into a point when you want to move certain object try to create some structure around your code. Instead of hundrets glVertex(...) glTexCoords(...) with hardcoded numbers in those create some easy to use functions that would accept a position as an input and internally would call OpenGL functions to render your objects. Further it would be easier for you to change things upon user action.

In Topic: Need a tip to load biped animation

07 June 2012 - 08:12 PM

Better to take a known export format like FBX/collada and write a converter between export file and your binary file. This way you can easily support other modelling tools like blender or maya.

I've already got a MAXScript that exports from 3ds max to an intermediate format which my engine consumed. It already exports transformation based animations. I've enhanced it to export vertex weights for skinned meshes and everything worked like a charm. Follow this article if somebody would need a similar thing: http://www.gamedev.net/topic/567949-maxscript-getting-vertex-weights/. I had some troubles with "Physique" modifier and could not manage to extract weights from it, but found a utility that converts "Physique" to "Skin" modifier which is a lot simpler to export.

The bone interpolation should be done on the CPU, the vertex transformation on the GPU.

Currently do everything with CPU. How would I calculate vertex transformations on GPU?
I can have about 30-40 bones, should I need to have those bone information loaded into the shader?
Isn't there a limitation on the amount of input data the at the shader can accept?

In Topic: Bloxorz game in OpenGL.

01 June 2012 - 12:53 AM

The http://nehe.gamedev.net/ . Yes I have seen them.
Do you mean the Legacy Tutorials?
I think these are very old like in 2000 . Will it be still useful for beginners in OpenGL to follow them?


Yes, those are the ones that I meant. Yes, it got originated in early 2000's, but will remain useful for another century or so. It will teach you fundamentals of 3D programming which does not change within a decade.

In Topic: Bloxorz game in OpenGL.

31 May 2012 - 12:58 AM

dpadam450 is right. but first you'd rather get basics of OpenGL first. Nehe tutorials would be a good and fun start.
http://nehe.gamedev.net/ . Links to lessons on the right side.

In Topic: OpenAL interruption issue on iOS device

30 May 2012 - 11:54 PM

I had problems on some devices if I called AudioSessionInitialize after initialisation of OpenGL.
Also, the suspend should be like this:

AudioSessionSetActive(NO);
suspendContext = alcGetCurrentContext();
alcMakeContextCurrent(NULL);
alcSuspendContext(suspendContext);

AudioSessionSetProperty should be called at app initialization, not in OpenALInterruptionListener

Also, don't forget to check OpenAL return codes for an error.


Ed, something is still not right in my case. I followed your suggestion and moved AudioSessionSetProperty to app initialization but still my InterruptionListener is not getting called.
If that would make differences my engine is written in C++ and all calls to OpenAL are made from C++.

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