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svnstrk

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  1. still no luck figuring this problem. help anyone? :) 
  2. Hi,    Im currently trying to make a light trail effect using GLSL. But its more like a comet tail. I did it by mixing the current frame and the previous frame. Here are the steps I'm using:    1. render the current frame normally to a texture 2. mix the texture from current frame and the previous frame (texture4) using the max value, this is the GLSL for this part: uniform sampler2D tex1; uniform sampler2D tex2; uniform float deltaTime; void main() { vec4 color = vec4(0.0, 0.0, 0.0, 1.0); color.r = texture2D(tex2, gl_TexCoord[0].st).r; color.g = texture2D(tex2, gl_TexCoord[0].st).g; color.b = texture2D(tex2, gl_TexCoord[0].st).b; color.r = color.r - deltaTime * 0.3; color.g = color.g - deltaTime * 0.3; color.b = color.b - deltaTime * 0.3; color.r = max( texture2D(tex1, gl_TexCoord[0].st).r, color.r ); color.g = max( texture2D(tex1, gl_TexCoord[0].st).g, color.g ); color.b = max( texture2D(tex1, gl_TexCoord[0].st).b, color.b ); gl_FragColor = color; }   since the light fades out by time, i reduce the rgb value by 0.3 per second (deltaTime is the difference between current frame and the previous, sent form c++ code. Draw the result on texture3   3. Redraw texture3 to texture4 since we are going to use this as texture4. No special code used in this one, just a normal texture rendering   texture3 would be the result to render a proper light trail effect and here is the result I have (link to youtube)    http://www.youtube.com/watch?v=QPaLLKkO7Yc&feature=youtu.be   You might notice that when the object is moving, the trail looks normal. but when it stops, there's a weird fading behaviour on the tail side. Its hard to describe it, since I'm not a native, but you can easily notice it when the object stops moving.    Any idea why it happens? Any info how to render a proper light trail/comet tail effect?     Thanks in advance. 
  3. Hi,    I'm trying to use 2 buffers: the first buffer renders a texture for shadows, the size of the texture is 1300*800 The second buffer renders the final program with size 1200*700.   The problem is I cant find a way to change my viewport size to 1300*800 during the texture rendering so it can render the whole texture. Is there a way to change my viewport size during program so the fragment shader can draw the whole texture?
  4. nope its not working. anyone? also i can't seem to post on libsdl forum. i already registered and activate my account, but i can't post anything. Anyone here on libsdl forum? How can I contact the admin? thanks in advance
  5. hi, Im trying to create a machine gun sound. So I have a gunshot.wav (about 1 second) that contains the gun sound and the echo. now since its a machine gun, i want to repeat the gunshot.wav every 0.5 second so the echo only heard at the last shot. I've tried it with SDL but its not working. So I use one channel only (for test): [CODE] void SoundManager::playSound(int index) { if (index != 0) { return; } Mix_HaltChannel(0); Mix_PlayChannel(0, mixChunkArr[index], 0); } [/CODE] each time the machine gun fire (2 shot per second) it call the playSound method, sending the same mixChunk index and playing at the same channel 0. But apparently this is not working properly. The sound only played when the previous song is finished. So its like hearing 1 shot per second machine gun rather than 2 shot per second. How can I do this in SDL? Thanks in advance
  6. hi, I'm trying to simulate lighting effect on my 2D scene. so for example i have a objects drawn in a flat plane, and then i want to give a lighting effect on the scene by highlighting a specific area. so if the light source position is at (0, 0), every pixel at distance less than radius (let say 4) has a brighter color. Let say I draw the plane and objects with rgb (0.1, 0.1, 0.1). If its highlighted (based on the position and light radius) I want to update the color to (0.2, 0.2, 0.2). Is it possible to do that in openGL? How can I get the value of the current pixel on the fragment without using 2 buffers? thanks in advance.
  7. ah sorry, apparently i forgot i already use GL_TEXTURE0 for the background, and I binded the wrong one. thats probably why its not rendered correctly. thanks anyway.
  8. hi, yes that was a typo. the array is fine, there are 5 elements all printed out correctly just right before i bind them. so it wouldn't be the array. im still not sure what happened, it can render the first frame, but it stuck after that. any idea why its happened? thanks in advance
  9. hi, im trying to send multiple texture ids to glsl via this code: [CODE] glActiveTextureARB(GL_TEXTURE0_ARB); glBindTexture(GL_TEXTURE_2D, textureId[]); glUniform1i(glGetUniformLocation(6, "tex1"), 0); glActiveTextureARB(GL_TEXTURE1_ARB); glBindTexture(GL_TEXTURE_2D, textureId[2]); glUniform1i(glGetUniformLocation(6, "tex2"), 1); [/CODE] but somehow it slows the program (a lot) and sometimes fail to render. im not sure what happened. when i send only one texture, it works perfectly. but when i send both with the code above, it crashes. there's nothing wrong with the texture: they both successfully sent to gpu and can be rendered. there is no change in the glsl since im not yet using the second texture. anyone know why this happens? thanks in advance
  10. hi, recently i just found a problem that opengl cant do blending and depth at the same time. i have an object with alpha texture but it cant be rendered correctly when the depth test is on. disabling the depth test solve the problem but it seems like even when the alpha value is 0, opengl still cant render the object behind (lower depth value). i've googled around and it seems like the best solution is to sort the object based on depth and render it sequentially which is in my scene is hard to implement. any idea how to tackle so opengl can render blended with depth test? thanks in advance.
  11. OpenGL

    i just figured out the problem: apparently its the blending enabled somewhere else. now it works fine. but still i'm a little bit confused what actually happened. why cant blend+line+textured quad is a problem? and also, since im using openGL default AA via glEnable(GL_LINE_SMOOTH), all the lines are thick instead of antialiased. should I enable/disble each time i draw a line? or is there any other option to trick this behaviour? thanks in advance.
  12. Hi, I have problem with my program. I tried to render a bunch of lines followed by a textured quads. here is the snipplet: [CODE] glBegin(GL_LINES); { glVertex3f(800, 800, -0.5); glVertex3f(800, -800, -0.5); } glEnd(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 1); // necessary color definition, not sure why glColor3f(1.0, 1.0, 1.0); glBegin(GL_QUADS); { glTexCoord2f(1.0, 0.0); glVertex3f(-20.0, -20.0, 0.0f); glTexCoord2f(0.0, 0.0); glVertex3f(-20.0, 20.0, 0.0f); glTexCoord2f(0.0, 1.0); glVertex3f(20.0, 20.0, 0.0f); glTexCoord2f(1.0, 1.0); glVertex3f(20.0, -20.0 ,0.0f); } glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); [/CODE] however the texture is not rendered. But if i did it the other way around (render the textured quad then the line), it turned out to be ok. im not sure why this is happened, any1 have a clue? thanks in advance ps: i enabled blending, line smoothing, but disabling it doesn't help.
  13. Hi, I have problem with my program. I tried to render a bunch of lines followed by a textured quads. here is the snipplet: [CODE] glBegin(GL_LINES); { glVertex3f(800, 800, -0.5); glVertex3f(800, -800, -0.5); } glEnd(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 1); // necessary color definition, not sure why glColor3f(1.0, 1.0, 1.0); glBegin(GL_QUADS); { glTexCoord2f(1.0, 0.0); glVertex3f(-20.0, -20.0, 0.0f); glTexCoord2f(0.0, 0.0); glVertex3f(-20.0, 20.0, 0.0f); glTexCoord2f(0.0, 1.0); glVertex3f(20.0, 20.0, 0.0f); glTexCoord2f(1.0, 1.0); glVertex3f(20.0, -20.0 ,0.0f); } glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); [/CODE] however the texture is not rendered. But if i did it the other way around (render the textured quad then the line), it turned out to be ok. im not sure why this is happened, any1 have a clue? thanks in advance ps: i enabled blending, line smoothing, but disabling it doesn't help.
  14. well the problem is used book cant be sent internationally. i gave up looking for this book. anyone can give me an alternative to game programming books that looks like game programming gems? especially with source codes? thanks in advance
  15. hi, Im trying to buy the first series of game programming gems. I'm having trouble finding the new one. I've tried amazon and abebook, they're either used or unable to ship the book internationally. is there any other option to buy the book, especially if they can ship to my country (Indonesia)? thanks in advance