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Member Since 14 Oct 2009
Offline Last Active Apr 16 2015 05:44 PM

Topics I've Started

Simple 3D transform in 2D GL_Ortho ?

31 March 2015 - 05:58 PM

I'm in a bit of a pickle and would really appreciate some help with this.


I've got a large and complex project which has strictly been a 2D affair - until now.


I need to display what I'll describe as a "Clock Face" as though it was lying on the table in front of you. Looking at it from this viewpoint it becomes elliptical.  I can't draw a simple ellipse to emulate this though since I need the clock face (and the texture on it) to rotate.


Can anyone offer me some hope that this can be achieved?


Many thanks :-)


Render to a texture without using a FBO ?

18 May 2013 - 06:07 PM

Hi Folks,

              My ogl is a bit rusty and none of the books I've got seem to cover this topic. What I'd like to do is render to a texture which I can later render to screen in the normal way - but without using FBO's.  This is a 2D (Ortho) app where speed isn't a major concern.


Is this even feasible?  If so, how !?


Many thanks :)


Need to support OGL 1.4 retrospectively... (NPOT Problem)

17 May 2012 - 08:41 AM

Hi all, please excuse this confused ogl newbie.

Having written an app which happily runs on all the hardware it was meant to, all of which support OGL 2.1 or better, I had used a great many NPOT image files for my textures.

I now need to add support for a wretched ASUS EeeeeeePC which only supports OGL 1.4 and has none of the hoped for rectangle extensions at all. Thanks Intel, love ya.

Is there a way I can munge my images on load to get around this? I'm sure I'm not the first person to fall foul of a situation like this but Googling hasn't helped me in any constructive way.

Converting the images (and the code that uses them) to be POT compatible is out of the question.

Thanks :)

Organising C source files.

19 July 2010 - 12:34 PM

Hi, none of the books I have nor an hour spent googling have found a satisfactory answer to this - I hope someone here can help!

Let's say I have a program consisting of a single large source file but I wish to split the project into smaller files each containing related functions. Using a game as an example I might want something like:


where each file has access to global variables defined in.... ?

The question is, how do I make the large number of neccesary global variables available to all source files?

I've seen programs that declare variables in header files (I'm told that is bad) and I've seen a setup where the main .c file declares the variables and then a header re-declares them as extern. Painful duplication!

So... can someone please put me out of my misery and explain the correct way to do this?

Many thanks.

Apply texture with separate alpha mask

22 February 2010 - 01:10 PM

I've got a texture which looks ok but I also have a second texture which is meant to overlay the first to give it some 'depth'. The 1st texture is a full colour 'picture', the 2nd is just shades of grey. I've been back and forth through the Red book to no avail. Anyone got a clue I could use!? Thanks. [Edited by - FlyingSolo on February 22, 2010 7:46:56 PM]