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TheItalianJob71

Member Since 07 Jan 2012
Offline Last Active Today, 05:59 PM

Posts I've Made

In Topic: Material Animation and Render Queues

21 September 2014 - 03:53 PM

Grouping same renderables by shaders would be a logical step


In Topic: Can somebody critque my youtube channel in a constructive manner

24 July 2013 - 04:10 AM

Very few c tutorials , i think its just one , correct ? , and lot on games.... i don't think we need another youtube channel about emptyness, there is lot of noise in the web already, and you are doing your part well, what's next ? writing an article for gamedev ?? please no.


In Topic: Anyone here a self-taught graphics programmer?

21 May 2013 - 01:00 AM

I have to say that former education in my case played very little.

I am regularly ( sp ?? ) ignored by companies even if i have a degree in engeneering electrhonics and have been coding program for 20+ years.

The shift in the industry is totally Unity driven, i'd say that someone with a fair amount of Unity and c# experience might get a better job than someone with a degree , i regreted wasting time and money on my education, sad but true.

*End of the rant*

My story began with c64 , assembler and basic , then pascal , c/c++ , java , c#, i started coding software renderes at around 20 , and i got my first textured polygon few months after i started seriously into 3d math and algorithm, i switched a lot of computers , from c64 , amiga , 486 , pentium(s). Then i stalled with the 3d boards for a while, after a couple of years ai bought a new pc with an nvidia and started coding with opengl, basically until now, i have written various engines in this timeframe.

My opinion on this topic is that university education is that it was usefull for understanding math and physics , but for coding , the most important thing is to write software , no way , formal education can give help in case of data structure, but you can learn a lot from books around the internet ase well.

Conclusions:

In the future , formal education will be less and less important to accomplish the job, take into consideration that for a Unity developer advanced math or physics are nto required, and the industry is rapidly adopting this engine as a standard.


In Topic: vertex and pixel shader strange problem

08 March 2013 - 05:10 AM

I don't get any error from glloginfo function, just a black screen, during the setup process i enable everything , position, color, uv , normals, then, as i have understood correctly, i can selectively using the attributes i need according to each shader.
Could it be that i pack everything in the same vertex data and the driver gets' confused' about what to render ?
I don't think so becasue i do this:

glVertexAttribPointer(VertexAttribPosition, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), BUFFER_OFFSET(0));
glVertexAttribPointer(NormalAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), BUFFER_OFFSET(sizeof(float) * 4));
glVertexAttribPointer(TexCoordAttribPosition , 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), BUFFER_OFFSET(sizeof(float) * 7));
glVertexAttribPointer(ColorCoordAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), BUFFER_OFFSET(sizeof(float) * 9));

glEnableVertexAttribArray(VertexAttribPosition);
glEnableVertexAttribArray(NormalAttribPosition);
glEnableVertexAttribArray(TexCoordAttribPosition);
glEnableVertexAttribArray(ColorCoordAttribPosition);

the spacing in the vertex data is correct.

In Topic: C/C++/C#/.NET Developer In need of Project

04 January 2013 - 06:00 PM

Would you be interested in helping me with my procedural city generator ??? i am in need of a tool guy, basically i need some help with the front end of the generator , gui , and some simple editing capabilities since everything is running in an awful mfc project.<br />If you are interested frop me a line at vp8671@libero.it or using the private messaging.<br />

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