Jump to content

  • Log In with Google      Sign In   
  • Create Account


lc_overlord

Member Since 01 Nov 2002
Offline Last Active Jan 08 2014 09:20 AM

Posts I've Made

In Topic: Using normals with voxels

02 January 2014 - 01:39 PM

I have basiclly two solutions to this issue

 

1. send points to the geometry shader and use it to draw cubes, this should be good for when you have a lot of freemoving cubes or basically cube particles.

 

2. if the terrain is more or less static then assembling the vertecies, normals and texture coordinates manually into raw ttriangles and then pushing it into a VBO is the way to go, even with the simplest possible culling it's fast enough that you don't have to mess around with indices at all.


In Topic: Gluax Replacement Code

02 January 2012 - 05:12 AM

This pice of code is pretty ancient and im unsure if it even works with the latest Visual studio or how easy it is to fix it as i havn't run this code in a few years, i know it works for MSVC++ 6.0 but that version didn't even have namespace implemented.

It would probably be better today to just go for the TGA tutorials and drop this whole glAUX nonsence.

In Topic: Repeat texture with GLKit

10 November 2011 - 05:27 AM

The error your getting is from openGL itself
2011-11-09 20:10:28.614 ********[16309:207] GL ERROR: 0x0500

a quick look trough gl.h states that error 0x0500 is GL_INVALID_ENUM.
It could be that texture.name is not a valid enum or the fact that your binding it after glTexParameterf.
Alternatively it could be because of quirks in openGL ES, but i don't think so.

In Topic: problem about lesson 10

17 October 2011 - 03:53 AM

It's most likely because the lesson doesn't use a delta time value, instead movement is based on how many frames are rendered, so any inconsistencies in the frame rate show up as shaking or stuttering in the movements, adding delta time compensates for that, so do skip ahead to lesson 32 an learn how to implement it.

In Topic: Color transparency misunderstanding

05 September 2011 - 04:56 AM

if you look in the function InitGL you will see these two lines

glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
glEnable(GL_BLEND);

This means that instead of replacing the color when overdrawing it will instead add to the color depending on the color and alpha of the texture your drawing.
Try commenting them out and see what happens.

PARTNERS