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About gdmarkou

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  1. Linux Mint, anyone?

    Same here. After a long journey through desktop managers (Unity, KDE 4.8, Gnome 3 -nononononoNO-, XFCE) when I saw Mint and cinnamon I felt like "home sweet home"  
  2. If you are developing in native code (not java) and you are in for a little extra work, this is what I do (and suggest) : Use an OpenGL ES emulator library for windows/linux/whatever you use (like http://www.malideveloper.com/opengl-es-20-emulator.php or libgles2-mesa-dev on linux) and make your game cross-platform (just for testing). Once you get there, it's much easier to test ANY resolution on a desktop environment (just resize your game window and check the output).
  3. Yes, it's working now. Thank you again.
  4. Hey, thanks. I can't check this right now, I will test it on Monday and post the results.
  5. [quote name='bennettbugs' timestamp='1325208877' post='4898005'] i just need to have the gui become a color only buffer so i can use the depth buffer for the model. [/quote] Then just disable depth write while drawing gui ( glDepthMask(GL_FALSE); )
  6. [quote name='Jeremy Harmon' timestamp='1324398766' post='4895761'] I'm able to re-produce this problem on my machine using GCC 4.6.1. This bug is created by some change in GCC's optimization since v4.4.1 since that works with optimizations. [/quote] So, this is one of the very rare cases that we should blame the compiler? I feel so lucky... By the way, i've tried some workarounds found on fourms around the web but nothing worked. Like, changing the asm ("...") statement to asm volatile ("...") or asm __volatile__ ("...") did nothing. Anyway, thanks for the reply.
  7. I'm using gcc 4.6.1 under linux. I've tried both the sdk from angelcode.com (2.22.0) and the latest revision (1080). Without optimizations everything runs fine. With optimizations (O1,2,3 doesn't matter) I recieve a segmentation fault from CallCDeclFunction() in as_callfunc_x86.cpp and this specific line : [code]"movl 12(%ebp), %eax \n" [/code] (looking up the registers, both ebp and eax are 0) The only solution I have (besides no optimization at all) is to build every file with -O2 and build as_callfunc_x86.cpp without optimizations, then link. This way everything seems to work fine. Other suggestions ?
  8. Clearing alpha channel + depth buffer

    You are looking for glColorMask Drawing to depth buffer only. Your code should look like : [code] glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); //disable write to color-buffer glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // or whatever //render everything glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); //enable write to color buffer [/code] For resetting the alpha channel only : [code] glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); //only write to alpha glDisable (GL_DEPTH_TEST); glDepthMask(GL_FALSE); //Render a full-screen quad with alpha=whatever you want [/code]
  9. The uniform qualifier and for loop

    The following code works just fine for me, even for a = 200000. So, the next questions are: a) What do you mean with "the shader freaks out" ? Doesn't compile? Incorrect result? b) are you sure you are setting a value to u_texCount? c) What's your hardware? [code] attribute vec3 in_pos; attribute vec4 in_color; varying vec4 v_color; uniform int a; uniform mat4 gc_mvp_matrix; void main () { v_color = in_color; for (int x = 0; x < a; x++) { v_color.r += 0.01; } gl_Position = gc_mvp_matrix * vec4 (in_pos.x, in_pos.y, in_pos.z, 1.0); } [/code]
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