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About lycio

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  1. I was just wondering if anyone could help me with my image masking code (see above post). If somone could help me with that, i'd greatly appreciate it. Thanks for all your help, Lycio
  2. Alrighty, thanks a lot guys. I've got it working much better now, and am going to work on using culling to display(well, technically hide the not wanted)other "environment" tiles. So, I have one last question, and then I should be all set. I just can't seem to get blending to work, as I have tried a multitude of code snippets. Anyways, here's the one i'm using now: rendering code glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR,GL_ZERO); glBindTexture(GL_TEXTURE_2D,texture[1]); glEnable2D(); glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex2i((x * width),(y * height)); glTexCoord2i(u,0); glVertex2i((x * width) + width,(y * height)); glTexCoord2i(u,v); glVertex2i((x * width) + width,(y * height) + height); glTexCoord2i(0,v); glVertex2i((x * width),(y * height) + height); glEnd(); glDisable2D(); glBlendFunc(GL_ONE,GL_ONE); glBindTexture(GL_TEXTURE_2D,texture[0]); glEnable2D(); glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex2i((x * width),(y * height)); glTexCoord2i(u,0); glVertex2i((x * width) + width,(y * height)); glTexCoord2i(u,v); glVertex2i((x * width) + width,(y * height) + height); glTexCoord2i(0,v); glVertex2i((x * width),(y * height) + height); glEnd(); glDisable2D(); glDisable(GL_BLEND); NOTE: texture[1] is the mask, texture[0] is the actual image, and this only gets called if texture[1] doesn't equal null. If it does equal null it only draws texture[0] without blending. I know it's doing something, but i'm not sure what. Anyways, i'll explain the code a bit. This is the draw function I have for my alphatile structure. Now, when I call this code it fills the quad the color i'm trying to get rid of. If someone could tell me what i'm doing wrong, i'd greatly appreciate it. Also, it wasn't the calling the tile constructor each time, as I called it for all the tiles just once, and it still crashed. I think it was just too much memory used up, as I did something similar when I was using directx and got an error that my variable was going over 2GB. Thanks to you all, Lycio [Edited by - lycio on May 15, 2008 8:15:07 PM]
  3. Alright, I have the background as many tiles since I am eventually going to have some of them be different than the default texture(road, gravel, etc.). Now if there's some way to still do that and lower the tile count, that's great! Also, to answer some other questions i'm using 1 image which I load onto bgtex[0]. Also, I don't understand if you meant quad size per tile, or the size of the image file itself, so i'll answer both. The quad size is 16x16 and the image itself is 824 bytes. Also my Graphics card is an Nvidia GeForce 7600 GS running the latest drivers. Also, I am using 1 unique texture for the background for the moment, but will be adding more after I get this to work. P.S. wlw_wl how could I tile the 16x16 texture onto a 640x480 surface? P.S.S. thanks for your help.
  4. Anyways, before I post my code, let me explain my problem. I am making a 2D OpenGL game.Anyways, I am drawing 16x16 textures to the screen(I know, that's smaller than usual), and I only get 1/4 of my 640x480 window (about 300 tiles total). Any more and the program send me immediately to my "shutdown error" message boxes, and it displays them all. This is odd to me becuase they don't show up if I stay at or under 300 16x16 tiles. Anyways, I must be doing something wrong, since i've heard of opengl 2d games that can easily run 1500 32x32 tiles. Now, onto the code: incs.h #include <windows.h> #include <stdio.h> #include <gl\gl.h> #include <gl\glu.h> #include <gl\glaux.h> #pragma comment(lib,"glu32.lib") #pragma comment(lib,"opengl32.lib") #pragma comment(lib,"glaux.lib") #include "topglobals.h" #include "topglfunc.h" #include "classes.h" #include "globals.h" #include "glfunc.h" topglobals.h #define SMALL_TILE_WIDTH 16 #define SMALL_TILE_HEIGHT 16 #define TILE_WIDTH 32 #define TILE_HEIGHT 32 GLuint bgtex[1]; topglfunc.h void glEnable2D() { int vPort[4]; glGetIntegerv(GL_VIEWPORT,vPort); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0,vPort[2],0,vPort[3],-1,1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); } void glDisable2D() { glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } classes.h struct Tile { int x; int y; int width; int height; GLuint texture[1]; Tile(int startx,int starty,int startwidth,int startheight) { x = startx; y = starty; width = startwidth; height = startheight; } void draw() { glBindTexture(GL_TEXTURE_2D,bgtex[0]); glEnable2D(); glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex2i((x * width),(y * height)); glTexCoord2i(1,0); glVertex2i((x * width) + width,(y * height)); glTexCoord2i(1,1); glVertex2i((x * width) + width,(y * height) + height); glTexCoord2i(0,1); glVertex2i((x * width),(y * height) + height); glEnd(); glDisable2D(); } }; globals.h //system variables HGLRC hRC = NULL; HDC hDC = NULL; HWND hWnd = NULL; HINSTANCE hInstance; //other variables bool keys[256]; bool active = true; //tile varaibles #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 #define MAP_WIDTH 20 #define MAP_HEIGHT 15 Tile *map[MAP_WIDTH][MAP_HEIGHT]; //Tile *character; //prototypes LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM); glfunc.h AUX_RGBImageRec *LoadBMP(char *Filename) { FILE *File = NULL; if(!Filename) { return NULL; } File = fopen(Filename,"r"); if(File) { fclose(File); return auxDIBImageLoad(Filename); } return NULL; } int LoadGLTextures() { int Status = false; AUX_RGBImageRec *TextureImage[1]; memset(TextureImage,0,sizeof(void *)*1); if(TextureImage[0] = LoadBMP("small-tile-grass.bmp")) { Status = true; glGenTextures(1,&bgtex[0]); glBindTexture(GL_TEXTURE_2D,bgtex[0]); glTexImage2D(GL_TEXTURE_2D,0,3,TextureImage[0]->sizeX,TextureImage[0]->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[0]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); } if(TextureImage[0]) { if(TextureImage[0]->data) { free(TextureImage[0]->data); } free(TextureImage[0]); } return Status; } int InitGL() { if(!LoadGLTextures()) { return false; } glEnable(GL_TEXTURE_2D); //glShadeModel(GL_SMOOTH); glClearColor(0.0f,0.0f,0.0f,0.0f); glDisable(GL_DEPTH_TEST); return true; } void draw_background() { for(int x = 0;x < MAP_WIDTH;x++) { for(int y = 0;y < MAP_HEIGHT;y++) { map[x][y] = new Tile(x,y,SMALL_TILE_WIDTH,SMALL_TILE_HEIGHT); map[x][y]->draw(); } } } int DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); draw_background(); return true; } void KillGLWindow() { if(hRC) { if(!wglMakeCurrent(NULL,NULL)) { MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if(!wglDeleteContext(hRC)) { MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC = NULL; } if(hDC && !ReleaseDC(hWnd,hDC)) { MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC = NULL; } if(hWnd && !DestroyWindow(hWnd)) { MessageBox(NULL,"Could not release window.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd = NULL; } if(!UnregisterClass("OpenGL",hInstance)) { MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance = NULL; } } bool CreateGLWindow(char* title,int width,int height,int bits) { GLuint PixelFormat; WNDCLASS wc; DWORD dwExstyle; DWORD dwstyle; RECT WindowRect; WindowRect.left = (long)0; WindowRect.right = (long)width; WindowRect.top = (long)0; WindowRect.bottom = (long)height; hInstance = GetModuleHandle(NULL); wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wc.lpfnWndProc = (WNDPROC) WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL,IDI_WINLOGO); wc.hCursor = LoadCursor(NULL,IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = NULL; wc.lpszClassName = "OpenGL"; if(!RegisterClass(&wc)) { MessageBox(NULL,"Failed to register the window class.","ERROR",MB_OK | MB_ICONEXCLAMATION); return false; } dwExstyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; dwstyle = WS_OVERLAPPEDWINDOW; AdjustWindowRectEx(&WindowRect,dwstyle,false,dwExstyle); if(!(hWnd = CreateWindowEx(dwExstyle,"OpenGL",title,WS_CLIPSIBLINGS | WS_CLIPCHILDREN | dwstyle,0,0,WindowRect.right - WindowRect.left,WindowRect.bottom - WindowRect.top,NULL,NULL,hInstance,NULL))) { KillGLWindow(); MessageBox(NULL,"Window creation error.","ERROR",MB_OK | MB_ICONEXCLAMATION); return false; } static PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, bits, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0, }; if(!(hDC = GetDC(hWnd))) { KillGLWindow(); MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK | MB_ICONEXCLAMATION); return false; } if(!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) { KillGLWindow(); MessageBox(NULL,"Can't find a suitable pixel format.","ERROR",MB_OK + MB_ICONEXCLAMATION); return false; } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) { KillGLWindow(); MessageBox(NULL,"Can't set the pixel format.","ERROR",MB_OK | MB_ICONEXCLAMATION); return false; } if(!(hRC = wglCreateContext(hDC))) { KillGLWindow(); MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK | MB_ICONEXCLAMATION); return false; } if(!wglMakeCurrent(hDC,hRC)) { KillGLWindow(); MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK | MB_ICONEXCLAMATION); return false; } ShowWindow(hWnd,SW_SHOW); SetForegroundWindow(hWnd); SetFocus(hWnd); if(!InitGL()) { KillGLWindow(); MessageBox(NULL,"Initialization failed.","ERROR",MB_OK | MB_ICONEXCLAMATION); return false; } return true; } and finally, main.cpp #include "incs.h" LRESULT CALLBACK WndProc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam) { switch(uMsg) { case WM_ACTIVATE: if(!HIWORD(wParam)) { active = true; } else { active = false; } return 0; case WM_SYSCOMMAND: switch(wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break; case WM_CLOSE: PostQuitMessage(0); return 0; case WM_KEYDOWN: keys[wParam] = true; return 0; case WM_KEYUP: keys[wParam] = false; return 0; } return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow) { MSG msg; bool done = false; if(!CreateGLWindow("OpenGL Tiling Test",SCREEN_WIDTH,SCREEN_HEIGHT,16)) { return 0; } while(!done) { if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if(msg.message == WM_QUIT) { done = true; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { if(active) { if(keys[VK_ESCAPE]) { done = true; } else { DrawGLScene(); SwapBuffers(hDC); } } } } KillGLWindow(); return msg.wParam; } Anyways, if someone could please point out my mistake, and maybe show me how to correct it, I would greatly appreciate it. P.S. I have so many files because i'm a bit of an organization freak. Thanks, Lycio [Edited by - lycio on May 12, 2008 8:15:06 PM]
  5. lycio

    Server setup

    No, this is not a static IP provided by my ISP, so I have the second router setup as being static. As soon as I re-install the server software (DNS issues) i'll try and ping it and see what happens. In the mean-time, if you could suggest a better setup (since it sounds like I don't need two routers), please post them. Thanks for the help. P.S. This server is mostly not going to be for LAN use, i'm just trying to test it from a home computer.
  6. lycio

    Server setup

    I did not do that yet, i'll try that as soon as I get back. Also, what would I ping anyways(sorry, kind of new to servers)?
  7. lycio

    Server setup

    Ok, well I bought a server a while back and got it working. Now I had to reset the modem and both routers(will explain later) and now it doesn't work. So here's my setup in order: 1) comcast modem 2) linksys router 3) primary computers and second router 4) server linked from second router via crossover cable Ok, on to what i've done and tried so far. I have xampp installed and working on the server and the dns is set up (I think). Well, I have my first router ( set to ssnd all port 80 queries to my second router(, and I have the WAN connection set to static( From there I have the second router forward that query to my server( Also, here is how I have my internet connection on my server set up: IP: Subnet Mask: Default Gateway: DNS: also tried Anyways, whenever I try to connect to the server by typing it says it can't connect to the server. Anyways, all help is appreciated and thanks to all that post. [Edited by - lycio on April 20, 2008 2:34:04 PM]
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