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Member Since 14 Jun 2012
Offline Last Active Today, 07:41 AM

Posts I've Made

In Topic: DX11 black screen when windowed.

12 September 2016 - 06:49 AM

It works perfectly now, thank you very much to both!

What I don't understand is why now, and not before. Anyway it's solved now, thank you.

In Topic: Graphics programmer?

17 June 2013 - 04:55 PM



1. They'll want to see visual demos, and clean elegant well-documented code.  Both.




Do you have any "guide" to be cleaner? 

Now for me a "clean code" is something subjective due to lack of knowledge.




Most programmers break in to the industry as gameplay programmers, tools programmers, or otherwise doing grunt work.  After they are in the industry they tend to specialize; graphics is one specialty.





I have no experience (I have never been in the industry) and I want to be a graphics programmer.

Do you think making a portfolio focused in graphics is appropriate to begin?

I have 3 options for my first portfolio:

-Normal portfolio (show some skills as a average newbie game programmer: gameplay, tools, GUI, etc)

-Graphics focused portfolio (show some skills with common graphical features)

-Mixed portfolio (mix both. It could have some sort of quallity reduction though)


I know there is no a "perfect way". But I don't know if just do the graphics focused portfolio from the beginning or try to make it as time goes (while working as a gameplay programmer of something).

In Topic: OpenGL core profile question

28 March 2013 - 12:03 AM

The OpenGL wiki has a page on some of the common extension loading libraries as well as a page on loading extensions manually.


I know you already said that you dislike GLEW, but maybe you should post some code so we can find out why it isn't working. I've used both GLEW and GL3W with OpenGL 3.X before and have had no major problems. Try adding some error checking code:

GLenum err = glewInit();
if (GLEW_OK != err)
  /* Problem: glewInit failed, something is seriously wrong. */
  fprintf(stderr, "Error: %s\n", glewGetErrorString(err));


You could also attempt to load a specific extension as described here.

Thank you.

But I always get an access violation when trying to generate something. (glGenVertexArray, glGenBuffer, even glCreateShader).


Do you know why I get this kind of errors?

In Topic: Tools for iOS/Android Apps

03 February 2013 - 03:31 PM


I love the C++ syntaxis, the structure, the complexity.

I only use C/C++ for my projects. I want to be a proffessional C++ programmer. I really don't like to program in other languages.


But the complexity of C++ is a fact. I don't want to mislead anyone.

In Topic: Tools for iOS/Android Apps

03 February 2013 - 03:08 PM

That's true, C++ is a very complex language that lets the programmer to involve different aspects for the program.


What does that even mean?


Another thing I find boggling is, since when was complexity a good trait in a programming language?



EDIT: To actually answer your question OpenGL ES is an off-shoot of OpenGL based off OpenGL 2.0.  The programming models are almost identical, so if you are familiar with one, you can use the other with ease.  You can see most of the details here.  

I didn't expressed well, sorry.


I never said complexity is a good thing in a language. On the contrary, I was trying to say that C++ is too "heavy". You need to care about memory. 

Basically complex things are made with complex languages.



So, OpenGL ES has a fixed function pipeline... It is a bad thing, isn't it?