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pitxardo

Member Since 05 Nov 2007
Offline Last Active Oct 21 2012 03:47 AM
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Posts I've Made

In Topic: Elegantly tile transition blending

20 October 2012 - 04:17 AM

You could always go with the technique outlined here: http://www.gamedev.n...ing-terrai-r934

Essentially, each type of terrain has a set of alpha-blended transitions intended to be drawn over neighboring terrain.

In order to achieve #2, the easiest way would be to draw the bottom layer, then draw the top layer with alpha blending, setting each corner specifically based on what kind of gradient you want


Thanks!

I think that I need to apply a mix of this two techniques :-)

In Topic: Elegantly tile transition blending

19 October 2012 - 03:25 PM

Are you using shaders?


No, there is no shaders and not idea how to apply it.

My level with OpenGL is very basic :-(

In Topic: [Solved] ERROR: expected class-name before '' token

19 January 2010 - 10:00 PM

Quote:
Original post by jpetrie
The name of your "Universo.h" header makes me think you may be running into problems associated with "master" header files.


Thank you very much!!! Solved!!!

The problem was the include of Universo.h, like the article says.

Finally I changed my Entidad.h to:

#ifndef ENTIDAD_H_INCLUDED
#define ENTIDAD_H_INCLUDED

#include <stdlib.h>
#include <iostream>

class Entidad {

protected:
float pos_x, pos_y, size_w, size_h;

public:
Entidad();
~Entidad();

void actualizar(float planeta_x, float planeta_y, float planeta_z, float tamano_planeta, float rotacion_planeta);

float getX();

};

#endif // ENTIDAD_H_INCLUDED




and now works fine! :-)

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