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About Saandman

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  1. Saandman

    glClear(depth) + texturing = slow

    CodeMunkie: Thanks for the tip, you were right, I'm actually receiving an 8-bit stencil as well. However I remember clearing the stencil as well before, as Starfox suggested, without success, but I'll try it again tonight. Is it just because the stencil isn't cleared? How come the lag disappears when I disable depth testing? I haven't had any experience with stencil buffers so I don't know if they relate somehow. Edit: Alright so I have a stencil buffer. Why does it lag and how do I get rid of it? I clear it, disable it, nothing seems to work haha! Thanks [Edited by - Saandman on December 12, 2007 10:25:36 AM]
  2. Saandman

    glClear(depth) + texturing = slow

    I just put up the debug version of an app that shows a static image in a window. You'll notice (or not?) that the cursor waits a few seconds and then hovering over the minimize and close icons will show the lag. (No fps info). http://www.salientsoft.net/Salient2dtest.rar Thanks
  3. Saandman

    glClear(depth) + texturing = slow

    pixelFormat.nSize = sizeof(PIXELFORMATDESCRIPTOR); pixelFormat.nVersion = 1; pixelFormat.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pixelFormat.iPixelType = PFD_TYPE_RGBA; pixelFormat.cColorBits = 32; pixelFormat.cDepthBits = 24;
  4. Saandman

    glClear(depth) + texturing = slow

    I'm running this simple app on a machine with a new Radeon card, gl vendor = ATI, extremely slow = below 5fps. I've tried with a depth buffer bit setting at 8, 16, 24. glGetError just returns no_error.. Why would the depth testing fall back to software on a new gfx card? How can I be sure it really is and why? Thanks [Edited by - Saandman on December 9, 2007 2:51:49 PM]
  5. Saandman

    glClear(depth) + texturing = slow

    Thanks, No I'm not requesting a stencil buffer.. Well the profiler results were pretty clear, my clear task with just the call to glClear was the most time-consuming of all tasks and commenting out the depth buffer bit flag in the call makes all the difference in the world, too. Putting the glClear somewhere else doesn't work either. I guess I could figure out how to live without ever using depth testing but it would make things so much easier to have it. What do you mean by hitting a software path? What mystifies me is that commenting out a single call to glEnable(texturing) solves the problem but leaves me without.. texturing!
  6. (OpenGL, 2D) For some reason, when I have texturing enabled, clearing the _depth buffer_ becomes a major job causing the whole application to run extremely slow. It doesn't matter if I turn texturing on/off each frame or turn it on at the start and leave it on. I'm rendering ONE textured sprite to the screen in windowed mode! I'm digging up some old code here so I don't know all the internals but I've been profiling the app and have been able to figure out that the call to glClear runs extremely slow in these cases (not the sprite rendering code though). Any ideas on what could cause this? Thanks
  7. Who knows? But it couldn't hurt to close it, at least you'll know it won't be a problem ;)
  8. Saandman

    Reverb question

    I'm by no means an expert! It depends on what kind of reverb sound you're after, what mood you want to set. A good reverb setup can make a tremendous difference. Reverb is a quite complex subject! A reverb contains of three parts - direct signal, early reflections and the reverb tail (late reflections). Imagine a sound source in the middle of a room right in front of a microphone. Sound will be travelling in all directions. The direct signal is the signal going directly from the source into the mic. This is the dry signal. Sound bouncing off the nearby surfaces such as the floor will reach the microphone a bit later, and sound that bounces off more surfaces (floor->wall->ceiling->mic) will reach it even later. The sound will continue to bounce off everything and slowly decay. Reverb! If you choose 100% dry you will only get the direct signal without any reflections. If you choose 100% wet you will only get the reverb portion of the sound, the reflections. Room size is pretty explanatory, low for small room, big for large rooms. It therefore affects the delay between the direct signal and the reflections giving an impression of size. Length I guess refers to the length of the reverb tail which would be the same as decay and maybe even diffusion, and will determine how long the reverb tail (the late reflections bouncing around) is audible (effectively how rough the surfaces are that the sound bounces off, the more surface area the more reflections/diffuse sound). Dampening means attenuation and refers most of the time to the higher frequencies of the reverb, allowing you to well dampen them :P Play around with it, start with everything at pretty much 0 and work your way up, you'll definately hear the difference between the settings.
  9. Maybe, just maybe, some of you have heard of the first version of SnapShooter. It's a simple screen shooter for Windows, automating the task of taking screen shots in Windows and saving them to disk. Well SnapShooter 2007 has just been released and please take a look if you want to make image capturing in your games and applications a no-brainer! There must be a million programs like this on the net, why this? For one because it supports plugins and can do just about anything with the images provided the right plugin! Ships with a few plugins that can make the image black and white, put a custom watermark on it, e-mail it somewhere, beam it to a bluetooth device and even upload it to a http/ftp server, print it etc. You could for example configure SnapShooter 2007 to capture the active window for you, make it grayscale and put a copyright watermark text in the lower right corner and then upload it to ImageShack.us for you, returning the link to the image - automatically each time you press a defined hotkey! For a complete set of features, screenshots and the application itself visit: Product site Screenshots Download Oh, and it's completely free! Regards, Johan Johanson johan@salientsoft.net
  10. Thanks guys, I haven't written the application yet nor signed a contract. It's a lot clearer now, thanks.
  11. If I write an application by request of a customer and sell it to him/her, what are his/her rights of using/distributing the software? I'm not selling a license, I'm selling the software to one customer exclusively. Is the copyright still mine or is it transferred? How much control do I have to regulate the customer's use of the application? edit: cant believe i spelled copyright wrong Thanks [Edited by - Saandman on January 17, 2007 12:21:59 AM]
  12. Saandman

    Looking for some GIFs, got it?

    Haha hey those are funny thanks all of you
  13. Hey mate That looks really neat, you got more to show than most people announcing their online RPGs.. I understand that graphics for GUI and such aren't final so I won't say anything about it hehe but it's a little dark, when I play RPGs I want luscious green forests and gravelly pathways with birds singing (lol). Spells and death animations seem to be really working nice and tight, looking good too! Keep going
  14. Saandman

    Looking for some GIFs, got it?

    Thanks, they don't have that cartoonish look I'm after though. This is hard.. And I can't draw myself, ugg! This is what I mean by cartoonish:
  15. Hey I've been searching my.. bottoms off all day for animated gifs of cartoon people/animals pushing something in front of them or pulling a rope for example. Just a longshot, someone might just have it :)
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