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Marcel Stockli

Member Since 04 Mar 2012
Offline Last Active Jun 20 2013 05:05 PM
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Topics I've Started

Intel HD 4000 memory and Opengl

31 May 2013 - 07:43 PM

Hi,
I am trying to "port" my game engine/videogame on an Intel HD 4000, almost everything is working but it crash when I load the third level map. I am using gDEBugger and it says that the game never exceeds 200 mb but when it crash I get the "Out of memory" message in gDEBugger.
 
Is there a way to query the video memory with opengl and Intel HD 4000? I can get the used video memory with a Nvidia and ATI card but I can't find a way to do it with an Intel (and I don't know if the gDebugger memory measure is correct).
 
Is there another reason to get "Out of memory" if my program is not exceeding the video memory limit?
 
Thanks

"Making the Attractio walls", GC Engine and Attractio

02 January 2013 - 11:49 AM

Hi all!

I just started to write in a blog about my work in Attractio (our game), this is my first post, it is about my work with the Attractio Walls.  It use some POM and deferred terms.

 

 

attractio20121213022908.png

 

http://attractio.wordpress.com/2013/01/02/the-making-of-the-attractio-walls/

 

Feedbacks are highly welcomed!

 

 

 

About GameCoder Studios.
We are 3 B.C.S students trying to finish our game before finish the school. We developed an engine (GC Engine) first and now we are developing Attractio our first videogame with GC Engine . Attractio is almost complete so we´ll try to release it in the first half of this year.

 

 


Help: Blending issue

21 October 2012 - 07:48 PM

Hi all,
I am trying to recover a particle system that I programmed some time ago.
The main difference between "some time ago" and "now" in my engine is that now I render all transparent objects in a different buffer. This buffer is a multi render target (2 buffers) of 64 bits per pixel each buffer. I do this because I use one buffer for color and the another one for displacement.
I have an issue with the blending, I use the standar blending new*alfa+old*(1-alfa) (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) and with 30,000 particles I have this:

Posted Image


The expected result should be be different, something like this:

Posted Image

This pictures has only 1,000 particles because I use new+old blending (GL_ONE,GL_ONE) for this screenshot. It's only to exemplify the expected result, but of course is wrong, with more particles everything will become white.

Any idea of why I am getting this behavior with GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA? I am not sure if the problem is the multi render target or the 64 bits buffers.

Thanks

PARTNERS