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Labrasones

Member Since 12 Oct 2011
Offline Last Active Yesterday, 03:07 PM
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Posts I've Made

In Topic: Specular Animation shader (HLSL/GLSL)

03 July 2012 - 03:24 PM

I would probably just try an animated image. Like a .gif. Or just use a series of images to do the animation. Personally, I think that would be the most simple method of doing that. I'm sure it has many downsides but if you have a deadline and you can't find a better solution, this could be a fallback idea.

In Topic: (Help)My matrices give me a blank screen!

23 June 2012 - 11:32 PM

So, I recently lost all my data (long story, due to user error :| ) And I've hit exactly the same problem again. Except this time it doesn't even work if I multiply the shaders on the CPU. I'm basing it off of a tutorial I found here -> http://openglbook.co...hird-dimension/
I've converted it to use GLM Math instead of the math functions included in the tutorial. That's the only change though. If there is a specific bit of the code you would like to see, let me know and I'll post it.

Solutions I've tried so far:
-Transposing the matrices before transferring them to shader.
- Using identity matrices, doesn't give the blank screen.
- Made sure version numbers are the same
- Used same matrix multiplication order as last time.

None of these have made any difference. The only thing I've managed to do is fill the entire screen with 2 triangles when I disable the OpenGL culling operations. This problem seems to be kicking my ass over and over again and I wish I knew why I can't get it to work. Any suggestions would be very useful.

In Topic: Keeping track of #includes?

28 February 2012 - 03:50 PM

Thanks for the suggestions! I think Hodgman's suggestion is exactly what I was looking for.

In Topic: What is shining?

19 February 2012 - 10:04 PM

This is getting more and more off topic, but the way I've always seen the sun glares is that there is a lens over the player's eyes. I mean, you have a HUD (In most FPS modern setting games) that implies some sort of lens or screen in front of the viewer's eyes. So I find that a sun glare makes sense. For games set in the past, or games with HUDs that look more drawn than digital, the lens flare can be explained away by glasses on the player. And then, like MJP said, flares give clues as to brightness, you can't stare at the sun after all, and you can't in game either.

In Topic: Fancy Windows Borders?

15 February 2012 - 03:42 PM

Thanks! That's exactly the type of stuff I was looking for. And now I have a keyword to google if I wan't more info and stuff!

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