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Member Since 25 Dec 2009
Offline Last Active Aug 10 2016 03:04 AM

Posts I've Made

In Topic: Know c/c++ and Java (+basics in opengl) Where do I dev my gamedev skills?

16 April 2013 - 01:13 PM

Well I am making my own engines (one universal and several project specifc)

But I think that Unity is the best choice to start with.

You should be able to do a lot of work without need to write a lot of code. Yes Unity is really powerful tool


Oh and you shold also look at UDK ;)

In Topic: Know c/c++ and Java (+basics in opengl) Where do I dev my gamedev skills?

16 April 2013 - 01:02 PM

You've just find it.

Its called gamedev.net

ApochPiQ is right. There is no clear way to make "games"

Just pick what you are interested in and do it :)

You do not neccesarily need to read any stuff

Best thing to do is learn from yourself


Actually school can give you some basics but it shows you only the direction. I did finish University but all I know about dev is based on my own experience (but I've started dev much sooner than University).

In Topic: Simple framebuffer is not working....driving me crazy!

07 January 2013 - 02:38 PM

So I am assuming your FBO is 100% OK so problem will be elsewhere..
Well I'm not sure if this is your problem but there should be several things to chcek:
- from the code I can see that you unbind frambuffer using glBindFramebuffer(GL_FRAMEBUFFER,0); so you are rendering to nothing
- another thing to check is if you are not trying to render to texture which is also source texture (single texture for multiple FBO )
- last thing to check is clearing your FBO before render / disabling depth test if used

In Topic: Blur shader (2 passes)

02 December 2012 - 02:33 AM

I am not sure if I understand correctly your rendering cycle but if you have scene already rendered in texture and you want to use separable blur like gaussian you dont need one texture for each pass.
when you are rendering you only need destination target (texture or renderbuffer). When you want to do 2 pass blur you need texture A as source and texture B as destination. After first pass you can simply switch them and use texture B as source and texture A as destination.
So this mean than you only need 2 textures (surce and destination) but you must done this in final step because you wont be able to acces original, non blured, scene texture

In Topic: Sending a simple heightmap as texture to vertex shader

18 November 2012 - 09:16 AM

Try to use texture nearest filtering instead of linear