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Member Since 25 Aug 2007
Offline Last Active Nov 24 2013 01:50 PM

Topics I've Started

Problem with md5 viewer

26 October 2013 - 08:19 AM

Hey, I recently coded an md5 viewer using opengl + sdl2 in windows and have come across a really strange issue. My geometry kind of explodes on certain frames, so one of the first things i tried was disabling interpolation, which "fixed" my problem. I've been stuck on this for a couple of days now. I'm currently using a model and anim straight from doom 3 so I know they aren't corrupt.


Here's a vid of what's happening.


Problem with Key presses in SDL 2.0

14 October 2013 - 04:10 AM

Hi, I'm currently working on a model viewer and I've come across an have issue that's driving me crazy. I wanted to toggle backface culling with the number 3 key, so I went ahead and and implemented it. But my problem is that the keydown event is triggered for as long as I'm holding the key down, which means that pressing the 3 key for about a half second toggles backface culling about 20 times. Do i somehow reset the key after It is pressed so It is no longer active on the next frame even if its still being pressed? If so how would I accomplish that? The SDL 2 documentation seems pretty useless in this regard, and I haven't been able to find any useful info anywhere else.

Do you still use immediate mode for rendering menus?

21 September 2013 - 02:58 AM

Hey everyone, I'm currently coding a menu system for my game and am using sdl 2.0 but i want to convert it to use opengl for all drawing instead, but have no idea if its acceptable to be using immediate mode for this as its deprecated. Is gl immediate mode the way I should go about this or do i somehow use a vbo for menu drawing? I don't have that much practical experience with gl and would appreciate some input.

Thanks, Chris528

How do you triangulate faces?

13 August 2013 - 01:37 AM

Alright, after quite a bit of work I've been able to calculate all the points for all brushes from a source engine .vmf. For each face I have a set of verts but I'm not sure how to load this into a vbo.

If I'm not mistaken I should create a function that takes in the points of a face and outputs a list of triangles? Also I need this to work with cylinders, as my test map has a cylinder with 32 sides, which means both the top and bottom face each have 32 verts.

How would I go about doing that? I've messed around with quite a few opengl 3.3+ tutorials, but never worked on something this involved before.

Thanks, Chris528

Question about rendering vmfs in opengl

26 July 2013 - 03:48 PM

I just finished up coding a vmf(valve map format) parser and have no idea how I should go about calculating the points from the planes so I can load them into a vbo. I know the points are calculated using some type of plane intersect equation but I have no idea how to do that or even where to start.