Jump to content

  • Log In with Google      Sign In   
  • Create Account

sgt_barnes

Member Since 17 Jun 2002
Offline Last Active Dec 18 2014 03:42 AM

Posts I've Made

In Topic: OpenGL Vs Monogame

20 November 2014 - 02:49 AM

D3D runs on: 3 game consoles, Windows Phones, and PCs (via Windows/Linux+Wine).

OpenGL runs on: only PCs (via Windows/Mac/Linux).

 

Oh! I never realized that!

This "OpenGL ES" thingy that I see on 90+% of all mobile phones and tablets is actually based on D3D and not OpenGL, then? ;-)

 

*SCNR*


In Topic: Using Agisoft Photoscan to make 3d Models

02 April 2014 - 03:39 AM

There was a short article in Edge #264 by a small team from poland, "The Astronatuts", which use PhotoScan to model a huge world for their game:

 

http://www.theastronauts.com/

 

Maybe that helps you a little.

 

I sadly enough never extracted model data with PhotoScan, the colored point cloud has always been good enough for my purposes...


In Topic: Using Agisoft Photoscan to make 3d Models

27 March 2014 - 03:02 PM

What do you mean with "How accurate can it get?"

Behind PhotoScan stands a surveyor-grade photogrammetry solution. It will easily generate a point cloud with one point per pixel, with milimeter accuracy. You will probably need some experience to make optimal photos to produce optimal results. However, to make really good models from it, manual work will still be required.

They offer a demo license and sample data, so just go ahead and play with it! ;-)

In Topic: Problem with depth test

17 March 2014 - 09:41 AM

Just for clarification: Back face culling and depth buffer are two completely independent features of OpenGL.

 

I suspect that the two get in the way of each other in your code.

 

Try to disable back face culling and rely solely on the depth buffer. Is it getting better or worse?


In Topic: Alternatives to GLUT

27 February 2014 - 06:09 AM

What exactly is slow when you use GLUT?

 

I'm just curious because all GLUT does (or should do) is handling the window system stuff in a platform-independent manner.

 

As long as you stay clear of the menu/widget/button "GUI" part and the font rendering, your games should run fine (and still be portable).

 

If that part was what you where looking for, however, you're now screwed, of course. But IMHO, you should definitely try to create your own GUI toolkit (which can be tightly coupled to your render code, and it's fun!), or try to find some lightweight OpenGL GUI library on the net. 

 

As for Qt and GTK: Both are very powerfull and versatile, and Qt would certainly be my first choice for a tool or an application. But I think these libraries are more than a little bit over the top for a game...

 


PARTNERS