# first attempt at 3d platformer ...

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hello, this is my first attempt at a 3d platformer (really basic) i use a tile map and a height map, so there basically cannot be rooms under blocks or anything, its sorta top down ... it works alright, the only problem i am having is artifacts. if i draw it looking straight down it looks really stupid becasue there is no perspective of depth or the z axis, so i want to rotate everything so i simply call glRotatef and rotate it along the x axis and change the offset on the y axis so everything fits nicely on the screen, but when i do this artifcats pop up everywhere ... the levels are made up of cubes where the front and back are textured 1 image and all sides the other (the map is draw so that z is the height, x and y lengths ... so u dont look down on the map but really look straight at it, giving the appearence of top down) but anyways the code is like this ...
for (int y = 0; y < ySize; y ++)
{
for (int x = 0; x < xSize; x ++)
{
if (tileMap[x][y])
{
for (int h = 0; h >= -(heightMap[x][y]); h -- )
{
glRotatef (-32.0f, 1.0f, 0.0f, 0.0f);
glTranslatef ((float) (x * 2) - 24.0f, (float) (y * 2) -12.0f, (-h * 2) - 26.0f);
drawCube (1, textures[0], textures[1]);
}
}
}
}


im thinking i shoudnt have glRotate there and maybe somewhere else? or should i use a camera and raise it in refrence to the orgin and then angle it so its about 30 degrees? thanks for any help or suggestions in advance. EDIT: i should note the draw cube function will draw in 1 unit from the orgin so, its really a 2x2 cube, and i have the offsets when translating because i want everything centered and about 24 blocks to fit across and up and down the screen.

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Quote:
 Original post by ekraxit works alright, the only problem i am having is artifacts.

I take it you mean graphical artifacts (i.e. polygons drawn over each other, etc.), and the primary reason I can think of for that is that you may not be using the depth buffer.
Off the top of my head, try adding this to the beginning of your drawing code (before any drawing code is called, and you may have to check your window is created with about 8 bits of depth)
glEnable(GL_DEPTH_TEST):glDepthFunc(GL_LEQUAL);

Hope this helps,

SwiftCoder

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it was enabled and my window is using 16 bits, is it possible that this is resulting from how i draw my cubes?

void drawCube (float size, GLuint texture1, GLuint texture2){	glEnable (GL_TEXTURE_2D);	glBindTexture (GL_TEXTURE_2D, texture1);	glColor3f (1.0f, 1.0f, 1.0f);	for (int z = -1; z < 2; z += 2)	{		glBegin (GL_QUADS);			glTexCoord2f (0.0f, 1.0f); glVertex3f (-size, -size, (GLfloat) z * size);			glTexCoord2f (1.0f, 1.0f); glVertex3f (size, -size, (GLfloat) z * size);			glTexCoord2f (1.0f, 0.0f); glVertex3f (size, size, (GLfloat) z * size);			glTexCoord2f (0.0f, 0.0f); glVertex3f (-size, size, (GLfloat) z * size);		glEnd ();	}	glBindTexture (GL_TEXTURE_2D, texture2);	for (int z = -1; z < 2; z += 2)	{		glBegin (GL_QUADS);			glTexCoord2f (0.0f, 1.0f); glVertex3f (-size, (GLfloat) z * size, -size);			glTexCoord2f (1.0f, 1.0f); glVertex3f (size, (GLfloat) z * size, -size);			glTexCoord2f (1.0f, 0.0f); glVertex3f (size, (GLfloat) z * size, size);			glTexCoord2f (0.0f, 0.0f); glVertex3f (-size, (GLfloat) z * size, size);		glEnd ();	}	for (int z = -1; z < 2; z += 2)	{		glBegin (GL_QUADS);			glTexCoord2f (0.0f, 1.0f); glVertex3f ((GLfloat) z * size, -size, -size);			glTexCoord2f (1.0f, 1.0f); glVertex3f ((GLfloat) z * size, size, -size);			glTexCoord2f (1.0f, 0.0f); glVertex3f ((GLfloat) z * size, size, size);			glTexCoord2f (0.0f, 0.0f); glVertex3f ((GLfloat) z * size, -size, size);		glEnd ();	}	glDisable (GL_TEXTURE_2D);}

it just draws front back, top bottom, then left right ... should i by using GL_TRIANGLES or something?

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i guess actually they arent artifacts but pieces of the side textures that show throught the ground, if i put a 8 cuvbs by 8 cubes together i can see in some sopots the texture that is on the side of the cube but it shows on top.