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RevenantBob

Member Since 10 Oct 2012
Offline Last Active Apr 24 2016 08:31 AM

#5288436 Anyone here a self-taught graphics programmer?

Posted by on 24 April 2016 - 08:25 AM

I started programming on Extended Color Basic for Tandy COCO II when I was ~7 after browsing the computer's manual (They put programming information in manuals back then). Switched to QBasic on DOS and eventually Turbo C++ on DOS. Everyone pretty much used BIOS and OS interrupts to do anything useful in DOS.

 

It took me awhile to move to windows because nothing could produce fast graphics until DirectX came out, and DirectX 3.0 was a completely different beast in early windows 95. I'm highly amused APIs like Vulkan are coming around because I remember DirectX 3.0 having an immediate mode where you created command ques and similar ideas but they decided to move away from them in 5.0 (Never had a 4.0 DX).

 

I do programming for a living now on AntiVirus software and as a hobby. I guess I've been programming 28 years in general and probably about 22 in C++. I had no schooling, just picked it up on my own.




#4988840 ElapsedTime Movement?

Posted by on 10 October 2012 - 02:21 PM

If you're handling all the entity updates in batch, you only need one delta for all of them. Create your delta and pass it through your updates. Depending on how you go about calculating your delta it can be a subtly costly operation that has little gain. It also mean all objects are synced to the same 'point' in time.

I do all these things in floatational numbers. So time becomes normalized to a second.


#4988834 Is it possible to have a vertex shader and the fragment shader in the same f...

Posted by on 10 October 2012 - 02:09 PM

I used a marker and do a quick string function after I load the file to replace the markers with 0's and save offsets, Then I pass those pointers to the compiler. [vertex shader] [fragment shader] [geometry shader] is what I use. I also have shader definition which allows me to create indexes to attributes and other data opengl needs to index data.


So it ends up looking like this.
[source lang="plain"][Shader Definition][0] = attribute vPosition[1] = uniform mModelView[2] = uniform mProjectionfrag fragColor0[Vertex shader]#version 150in vec3 vPosition;uniform mat4 mModelView;uniform mat4 mProjection;void main(void){ vec4 posTemp = mModelView * vec4(vPosition, 1.0); gl_Position = mProjection * posTemp;}[Fragment shader]#version 150out vec4 fragColor0;void main (void){ // Save it squared fragColor0 = vec4(0, 0, 0, 0); }[/source]


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