Jump to content

  • Log In with Google      Sign In   
  • Create Account

Sponji

Member Since 14 Jan 2011
Offline Last Active Today, 12:38 PM

#5246946 Perspective projection makes triangle disapear

Posted by Sponji on 16 August 2015 - 12:49 PM

Good catch. I haven't even paid any attention to those example codes because I've been just using the library for years and checked for the release notes. And the release notes say that it was changed in 0.9.6.0.
 
Stupid internet points though, not sure why I get -6 for bringing that up.



#5246895 Perspective projection makes triangle disapear

Posted by Sponji on 16 August 2015 - 07:33 AM

 

glm::perspective takes fov as radians nowadays. So you probably want to use glm::radians(60.0f).

 

I just checked the glm docs.  http://glm.g-truc.net/glm.pdf

It's not radians, its degrees.

 

 

Check better, that's probably outdated. See http://glm.g-truc.net/0.9.7/api/a00174.html#gac3613dcb6c6916465ad5b7ad5a786175




#5246852 Perspective projection makes triangle disapear

Posted by Sponji on 16 August 2015 - 02:20 AM

glm::perspective takes fov as radians nowadays. So you probably want to use glm::radians(60.0f).




#5218158 Nothing visible when doing indexed drawing

Posted by Sponji on 21 March 2015 - 04:36 PM

So, did it work after you changed it to 6?




#5212673 SDL Texture Relations

Posted by Sponji on 24 February 2015 - 05:17 AM

1) Yes
2) Not sure if you could compare those like that, because textures don't have position or anything, they are just "images". Maybe you could think them as a brushes?
3) Seems right
4) So, you could generate the images for all object types and then create textures(or maybe one bigger texture) from those. But I would just create a single texture for one small tile and render that with SDL_RenderCopy multiple times to correct places on the screen.



#5210846 Disassociate mouse with its position

Posted by Sponji on 15 February 2015 - 09:32 AM

You could also use raw input instead of querying the cursor location. I haven't used that myself, but it should work well: https://msdn.microsoft.com/en-us/library/windows/desktop/ee418864%28v=vs.85%29.aspx.




#5208138 Get started with 'sliding' collision response

Posted by Sponji on 02 February 2015 - 12:22 AM

I usually just separate the movement for the axises.

player.x += movement.x;
if(map.collides(player)) { /* move back on x-axis */ }

player.y += movement.y;
if(map.collides(player)) { /* move back on y-axis */ }



#5206586 Trouble loading and displaying with transparency, 8bit indexed bitmaps

Posted by Sponji on 25 January 2015 - 12:50 PM

I think this line makes your code slow:

color = bitmap.Palette.Entries[index];

Because this says: "This property returns a copy of the ColorPalette object used by this Image."

 

Maybe just grab the palette/entries first so you can access them directly?




#5206500 SDL2 and openGL3-4

Posted by Sponji on 24 January 2015 - 10:02 PM

SDL2 works just fine, just tell it what kind of context you want to create with a few calls to SDL_GL_SetAttribute. It doesn't handle the function pointers for the needed OpenGL functions though, so use GLEW or something similar for that to make your life easier.




#5205282 Having a lot of trouble getting OpenGL to work

Posted by Sponji on 19 January 2015 - 07:28 AM

You should check the return value from glewInit instead of using glGetError. Also, if I remember correctly, there's a bug(?) in glew so that its initialization function uses glGetString or something and it causes a silly error because it's not allowed in the context. You can just ignore that by calling simply glGetError once after glewInit.

 

Do something like this:

glewExperimental = GL_TRUE;

GLenum error = glewInit();
glGetError(); // ignore the silly error

if(error != GLEW_OK) {
	// glew failed
}

Edit: That GL_INVALID_ENUM thing is mentioned here: https://www.opengl.org/wiki/OpenGL_Loading_Library#GLEW_.28OpenGL_Extension_Wrangler.29




#5197417 Rendering quad but something is missing

Posted by Sponji on 10 December 2014 - 12:19 PM

You're transforming the vertices by modelViewProjectionMatrix, but I don't see code for calculating that matrix. You are probably missing that.




#5197406 Rendering quad but something is missing

Posted by Sponji on 10 December 2014 - 11:12 AM

Change the translation for your view matrix to 0,0,-10 and create the positions for the quad like this:

//  x   y   z
// ----------
// -1, -1,  0  bottom left
//  1, -1,  0  bottom right
//  1,  1,  0  top right
// -1,  1,  0  top left
quad[0].position[0] = -1;
quad[0].position[1] = -1;
quad[0].position[2] =  0;
quad[1].position[0] =  1;
quad[1].position[1] = -1;
quad[1].position[2] =  0;
quad[2].position[0] =  1;
quad[2].position[1] =  1;
quad[2].position[2] =  0;
quad[3].position[0] = -1;
quad[3].position[1] =  1;
quad[3].position[2] =  0;

And the reason why you're getting -1 from glGetUniformLocation and glGetAttribLocation is that your shader program doesn't actually use those variables for anything, so they are optimized out. It still "fine" to call glUniformX(-1, ...) though, it shouldn't just do anything.




#5195460 OBJ File Problem

Posted by Sponji on 30 November 2014 - 04:14 AM

You can just loop over all indices from the obj and check if a vertex with the position and texture coordinate is already created. If not, then create a new vertex with the attributes and push its index to the list of indices.

 

Maybe something like this:

std::vector<Vertex> final_vertices;
std::vector<unsigned int> final_indices;

for(const Face &face : faces) {
    for(int i=0; i<3; ++i) {
        position = positions[face.position_index[i]]
        texcoord = texcoords[face.texcoord_index[i]]
        normal = normals[face.normal_index[i]]

        Vertex tmp_vertex(position, texcoord, normal)
	
        // Check if a vertex with the specified attributes is already generated
        if(tmp_vertex is already in vertices) {
            // Add the index of the already generated vertex
            final_indices.push_back(/*index of tmp_vertex in vertices */);
        } else {
            // Add the new vertex
            final_vertices.push_back(tmp_vertex);
            // The index of the new vertex is the last one in the vector
            final_indices.push_back(final_vertices.size() - 1);
        }
    }
}



#5192002 Tilemap array is flipped

Posted by Sponji on 10 November 2014 - 02:14 AM

Seems like you're mixing i and j in the Node's constructor? I think it should be also better to flip the loops, first height and then width.

 

I'd do something like this:

for (unsigned int y = 0; y < height; ++y)
{
    for (unsigned int x = 0; x < width; ++x)
    {
        map.push_back(new Node(x * 32 , y * 32 ));
        map[y * width + x] = ...;
    }
}



#5191850 SFML Passing RenderWindow reference to constructor error

Posted by Sponji on 08 November 2014 - 04:07 PM

Change the renderWindow to a reference and assign it in the constructor's initialization list.

private:
    sf::RenderWindow &renderWindow; // Make it a reference
// And it must be assigned in the initialization list because it's a reference
MapRender::MapRender(sf::RenderWindow &thatWindow)
: renderWindow(thatWindow)
{ }





PARTNERS