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C0dR

Member Since 24 Oct 2013
Offline Last Active Feb 21 2014 01:10 PM

Posts I've Made

In Topic: Unity-like transform component

18 February 2014 - 03:51 PM

Anyone? I currently really have problems with the rotation part. I would like to create the rotate function like unity, so that i can tell in which orientation to rotate. (world or local). But I dont know how to do that.

In Topic: Unity-like transform component

04 February 2014 - 10:01 PM

I actually wanted to do the exact same thing as tuccio. I used glm (since I'm using OpenGL).
This is how far I came:

http://pastebin.com/xGfcYq0n (.h file)
http://pastebin.com/xk1LzXJi (.cpp file)

But it still doesnt provide all needed funtionality, for example I dont know how to implement scaling now. Some parts of the copy comes from google, so I also dont know if there is a better way to do it. Maybe we could build something useful together?

In Topic: issues with frame buffer object (gbuffer)

04 November 2013 - 01:33 AM

Ah yes the glGetError(); comes from copy & paste smile.png

 

Yes i already checked the framebuffer completeness and it says its complete.

 

Actually I already setup the gbuffer in an other project and it worked. But in that project i mainly used the fixed pipeline functions. So now i tried to implement it in my actual project, which uses modern opengl with custom matrices etc. Most of the code is just copy and paste, only uniforms and some variables and stuff  were adapted. Thats why I'm so confused. I bet its a really stupid fail of myself in adapting the one project into the other.

I also tried to change the old mesh render methods (glNormalPointer, glVertexPointer etc) in the test project to vertex buffer object rendering and changed the shader so it uses locations instead of gl_FragData and it still worked. Now actually only the custom matrices (and some minor stuff) differ from the main project.

I dont get it, maybe i shall upload the whole project somewhere for you? I bet the error lies somewhere where i cant see it mellow.png

 

Well, when nothing works then i think i have to adapt the actual project to the test project part by part to see which of it causes the error unsure.png


In Topic: issues with frame buffer object (gbuffer)

03 November 2013 - 02:27 PM

Ok, so i changed the framebuffer creation to:

glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
[...]
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, bufferTextures[GBUFFER_TEXTURE_COLOR],0);
[...]


But it still doesn't work :(

In an other project with fixed pipeline functions it worked, but there i also draw the meshes with other functions ( glVertexPointer, glNormalPointer, glTexCoordPointer etc ). Maybe here lies the problem?


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