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WiredCat

Member Since 09 Apr 2011
Offline Last Active Today, 05:01 PM

#5227330 shadow mapping problem

Posted by WiredCat on 05 May 2015 - 10:29 AM

why you set gldrawbuffer to gl_none?

screenshot and target platform pls




#5226412 inifinite mass and a jitter problem

Posted by WiredCat on 29 April 2015 - 08:34 PM

Randy maye tell whole froum whats your problem to me and be off with stupid downvotes without any reason. 




#5226411 CSG Subtract...

Posted by WiredCat on 29 April 2015 - 08:26 PM

ok someone tell me whats with the downvotes?




#5226365 CSG Subtract...

Posted by WiredCat on 29 April 2015 - 04:16 PM

ok nvm i think i know what to do. so 

when we have these two boxes (one highlighted and second not) (highlighted cuts a hole into not highlited)

 

 

so after doing csg on top face of that not highlighted box we end with a hole, then we do another csg but somehow reversed:

 

we perform csg with (original not cutted not highlighted) box on that highlighted one with the thing i call (inverse subtract) becasue we leave only things that is inside that non highlited one (then we also want to change face normals of that (not all)

 

anyway thats what it should do i dont knwo if its csg or my own implekemntation of cutting things.

 

and sorry for such description :P




#5226355 CSG Subtract...

Posted by WiredCat on 29 April 2015 - 03:26 PM

Hello

 

 

Basicallyi wrote a csg subtract for a face which can be visualizated like: (let this blue quad be one polygon without thickeness)

 

csg3.jpg

 

with a result:

csg4.jpg

 

 

 

 

now i found that this wont make a proper hole in a box like in those pics:

csg1.jpg

csg2.jpg

 

 

 

I have no idea how to even start to do such thing) it may be wrong mesh representation (i use vertices to represent a single face)

 

 

so how is csg subtract done?

 

 

 

 

 

 

 

 

 

 




#5222415 Helps! Errors In glGetAttribLocationARB

Posted by WiredCat on 10 April 2015 - 07:42 AM

your shader is bad:

 

uniform mat4 MV;
uniform mat4 Proj;
 
write 
attribute mat4 MV;
attribute mat4 Proj;
 
then glgetattribloaction will return something bigger than -1
 
because you want to fetch attribute location not uniform location



#5219835 From scratch vs Unity

Posted by WiredCat on 28 March 2015 - 11:03 AM

my prevorious post can be matched to this conclusion: why to write all components on the form with winapi when you can use compoents from borland that you place them eaisly on a from, and don't care about api crap. mostly true but still you have the ability to change the code managed by borland




#5219759 From scratch vs Unity

Posted by WiredCat on 27 March 2015 - 07:17 PM

mine uses string class and bitmap/jpeg loading provided by Borland. rest is reinvented wheel.

 

My personal thought is that unity is for children like when you buy a child 'little/small chemist kit' does that mean hes a proffesional explosive maker ?

lets wait till 2040 when all you gonna do ist to connect blocks like in lego and 'the game will be made', thus he will call himself a programmer.

And another thought: when lot of crap is not made by the developer (i think mainly because they are too lazy and lack of knowledge) the final product seems 'shallow', unfinished, just crappy. I had truly awful pleasure playing few games made in unity and all i can say that when i see "Powered by unity" i will throw my phone out of the window in the same time shooting it with a nuclear bomb'

 

Thank you, thank you 




#5219748 From scratch vs Unity

Posted by WiredCat on 27 March 2015 - 06:00 PM

little off topic any good game made in unity?




#5219688 Windows mouse event handling (outside of the target window).

Posted by WiredCat on 27 March 2015 - 01:25 PM

I see two approaches man. One is to check GetCursorPos and test if the cursor is wthing a rect of window left ,top left+width, top+height

 

second is to take the handle from the cursor pos and check if it matches your window hwnd or whatever you draw on (Wors only on pure window)

 

https://msdn.microsoft.com/en-us/library/windows/desktop/ms633558(v=vs.85).aspx

 

anyway first methot id the best




#5218807 c++ count lines in txt file and then read these lines without reopening a file

Posted by WiredCat on 24 March 2015 - 10:14 AM

So to clarify everything i was using std::vector to load binary file and it was slow thats because i dont want to load it.

 

Topic is about loading text files and everybody was asking why i dont want to use std::vector then i got -rep for that i was replying why not, and magically everyone now thinks i am trying to load 3d model text/binary file, which is not true.




#5218780 c++ count lines in txt file and then read these lines without reopening a file

Posted by WiredCat on 24 March 2015 - 09:23 AM

damn i am not willing to write a text file model loader spiro just said something that is not true, he thinks i am trying to load models from a text file and i am not i am using binary files for that.

im using text files for other things.




#5218753 c++ count lines in txt file and then read these lines without reopening a file

Posted by WiredCat on 24 March 2015 - 07:45 AM

no no i meant vector i am loading binary files not text files spiro : D




#5218603 c++ count lines in txt file and then read these lines without reopening a file

Posted by WiredCat on 23 March 2015 - 02:59 PM

OMG!




#5218596 c++ count lines in txt file and then read these lines without reopening a file

Posted by WiredCat on 23 March 2015 - 02:42 PM

yeah i was onto it but i dont understand how to: 

 Scan it for newline characters, converting each into a null terminator as you find it.

 

as far as i remember that was something like std::string mystring;

mystring[ \n index ] = NULL; right? i remember that worked for symbian c++ however gave me sometimes non null terminated strings anyway \n consist of two chars so do i have to NULL both or i dont know null first and do not copy the char after it to the main output?






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