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18 April 2014 - 04:31 AM
Didn't want to repeat question so see here: http://stackoverflow.com/questions/23150123/loading-png-with-stb-image-for-opengl-texture-gives-wrong-colors
Feel free to post answer on here.
20 March 2014 - 02:01 AM
I am developing a Minecraft clone in C++/OpenGL on Linux. I am using SDL2 for creating a window and an OpenGL context.
Everything seems to be working - except not all the time. Sometimes when I run my game, it works. The next time I run it, it won't render anything (just the clear color).
You can view the source code of the game on GitHub here: http://github.com/brettmw/cubed
Screenshot of when it's functioning correctly:
And when it's not:
01 January 2014 - 07:44 PM
I am having issues with rendering correctly using the HAL device. Rendering works perfectly with a REF device.
The issue is that most of the geometry is clipped except the part near to the camera, but not too close.
Here are two screenshots illustrating the issue:
REF device (correct rendering):
HAL device (incorrect rendering):
I suspect it is a driver issue, but other games run fine. Maybe I am trying to use an unsupported feature? What would cause such an issue as seen above?
EDIT: I have an Intel G33/G31 Express Chipset
21 July 2013 - 09:36 PM
Announcing my Voxel Engine project that I've been working on for the past few weeks. It is no where near finished. It is made in C++ with the Direct3D graphics library.
I have yet to decide a name for it (any suggestions would be much appreciated).
You can follow the development on my youtube channel http://youtube.com/mc838783
Download link is on my youtube channel.
15 July 2013 - 06:08 PM
I am using D3DXVECTOR3s to store the eye point and look at point.
When the position of the player becomes large (i.e. 100000.0f) the movement becomes jerky due to the float losing precision. Is there any D3DXVECTOR3 that uses doubles instead of floats?
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