Oh... I'm so a badass boy, I don't use gl20 with a shader. xD
Thank you very much. Now I know what I will google later. ;-)
"Thread.join()"
^^
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In Topic: glAlphaFunc in gl20 ? or How do I enable alpha in gl20 ?
05 November 2012 - 02:06 PM
In Topic: a few questions about using libgdx :)
11 September 2012 - 01:54 PM
Hey simondid.
1. The whole library uses OpenGL, but in difference to something else, you don't have to "learn" OpenGL, due to the fact, that you could use SpriteBatch & Textures and so on. So you don't have to explicity code some openGL.
(Maybe a little bit like glClear(GL10.GL_COLOR_BUFFER_BIT), but it's not so much.)
2. Yes and no. You can structure your code like you did in slick. But you have to implement it into the libGdx-Framework (like 'Game' if your main class extends from it).
3. When you use Screens it have a render method (where you can also update), show and hide methods ("what must be done, if the window is not in the foreground?" etc.), resume and stop methods, which you have to overwrite or just implement your own class into it.
4. I don't know any, but maybe some other users do.
PS: Excuse me for my bad english. My english teacher can't really teach and I'm too lazy doing it in my free space... ^^
1. The whole library uses OpenGL, but in difference to something else, you don't have to "learn" OpenGL, due to the fact, that you could use SpriteBatch & Textures and so on. So you don't have to explicity code some openGL.
(Maybe a little bit like glClear(GL10.GL_COLOR_BUFFER_BIT), but it's not so much.)
2. Yes and no. You can structure your code like you did in slick. But you have to implement it into the libGdx-Framework (like 'Game' if your main class extends from it).
3. When you use Screens it have a render method (where you can also update), show and hide methods ("what must be done, if the window is not in the foreground?" etc.), resume and stop methods, which you have to overwrite or just implement your own class into it.
4. I don't know any, but maybe some other users do.
PS: Excuse me for my bad english. My english teacher can't really teach and I'm too lazy doing it in my free space... ^^
In Topic: Problem with width and height of quads
07 September 2012 - 01:56 PM
D3DXMATRIXA16 projection; D3DXMatrixPerspectiveFovLH(&projection, D3DX_PI/4, (float)width / (float)height, 0.0f, 100.0f); d3d9Device->SetTransform(D3DTS_PROJECTION,&projection);Okay, so I have the same fov like in my Init().
Yeah, thanks for the tipp.
EDIT:
I found the problem, namely that for the aspect I don't have to write
(float)(1280/720)but
(1280.0f/720.0f).
Now the quad fills the entire screen.
Thank you for helping!
In Topic: Problem with width and height of quads
07 September 2012 - 06:18 AM
Thank you very much. That is just what I needed to know! 
How do I calculate the vertically fov ? My Code is now:
How do I calculate the vertically fov ? My Code is now:
float width = tan((D3DX_PI/4)/2)*(float)(1280/720)*(1.0f);
float height = tan((D3DX_PI/4)/2)*(1.0f);
// Set up vertex buffer
D3DVERTEX quad[4] = {
{D3DXVECTOR3(-width, -height, -1.0f), D3DXVECTOR2(0.0f, 1.0f)},
{D3DXVECTOR3(-width, height, -1.0f), D3DXVECTOR2(0.0f, 0.0f)},
{D3DXVECTOR3( width, -height, -1.0f), D3DXVECTOR2(1.0f, 1.0f)},
{D3DXVECTOR3( width, height, -1.0f), D3DXVECTOR2(1.0f, 0.0f)},
};
It has the same height as the screen, but the width is too small to cover the whole screen.
In Topic: Problem with width and height of quads
06 September 2012 - 02:08 PM
I didn't really need screen coordinate. But I need 3D coordinates, which I don't have. 
My example was a quad which should perfectly fits the screen.
My screens size is 1280x720 pixels.
The vertices of my quad are A(-1/-1/10), B(1/-1/10), C(1/1/10) and D(-1/1/10) (for point(x/y/z)).
But it's too big (~3 times as big as my screen), so, which numbers I have to choose for x/y/z to have my quad as 1280x720 pixel?
My example was a quad which should perfectly fits the screen.
My screens size is 1280x720 pixels.
The vertices of my quad are A(-1/-1/10), B(1/-1/10), C(1/1/10) and D(-1/1/10) (for point(x/y/z)).
But it's too big (~3 times as big as my screen), so, which numbers I have to choose for x/y/z to have my quad as 1280x720 pixel?
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