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GambitSunob

Member Since 05 Sep 2007
Offline Last Active Aug 10 2012 12:35 PM
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Posts I've Made

In Topic: OpenGl slower and slower!

26 July 2012 - 09:27 PM

I would also lean toward a memory leak of some sort, or the re-creation of resources.

However, it could just be that the video card is slowing the frame rate down to 60 fps. Some video cards will do this as a way to save power. If that's the case you can verify it by monitoring the frame rate. It will have very distinct drops in frame rates and wont drop below 60 fps.

In Topic: Software for making blocky mobs and items

19 June 2012 - 03:46 PM

I've done some voxel-ish stuff with this process : http://www.visionsofafar.com/dablog/post/2011/04/27/Voxel-Modeling.aspx
Resulting in this -

That process should give you some decent 3D models which you could then render in an isometric view.

There's also - http://code.google.com/p/sproxel/ for an alternative Voxel creator

In Topic: Google Chrome Extensions

28 January 2010 - 11:31 PM

I think the only thing not to like is that Google basically owns your life because they now have every piece of information on your every day life.
But if you're okay with that, then everything is good. I know I am :)

In Topic: .OBJ quad drawing

21 January 2010 - 03:38 AM

Never mind...fixed.

My loop was this...

count = mesh->faces.size() * 6;
DWORD* indices = new DWORD[(count)];
for(int i = -1; i < count;i++)
{
DWORD t;
indices[i++] = mesh->faces.front().one.VertexIndex - 1;
indices[i++] = mesh->faces.front().two.VertexIndex - 1;
indices[i++] = mesh->faces.front().three.VertexIndex - 1;
indices[i++] = mesh->faces.front().one.VertexIndex - 1;
indices[i++] = mesh->faces.front().three.VertexIndex - 1;
indices[i++] = mesh->faces.front().four.VertexIndex - 1;
mesh->faces.pop_front();
}


Changed to....

count = mesh->faces.size() * 6;
DWORD* indices = new DWORD[(count)];
for(int i = 0; i < count;i+=6)
{
DWORD t;
indices[i] = mesh->faces.front().one.VertexIndex - 1;
indices[i+1] = mesh->faces.front().two.VertexIndex - 1;
indices[i+2] = mesh->faces.front().three.VertexIndex - 1;
indices[i+3] = mesh->faces.front().one.VertexIndex - 1;
indices[i+4] = mesh->faces.front().three.VertexIndex - 1;
indices[i+5] = mesh->faces.front().four.VertexIndex - 1;
mesh->faces.pop_front();
}

As you can see, it was skipping every 6th index...3am coding... blah

In Topic: Book Recommendations for DX10?

14 January 2010 - 05:18 PM

There aren't very many D3D10 books out yet. I haven't read Frank Luna's D3D10 book yet but his DirectX 9 version (fairly similar) was well put together.

You could try going off this online book too : http://wiki.gamedev.net/index.php/D3DBook:Book_Cover

Also, just for basic D3D10 and Win32 you could go over the Tutorials in the DirectX SDK, as you really don't need to know that much for Win32 when it comes to making a DirectX application.

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