Sagaceil

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About Sagaceil

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  1. From the album 8Suns

    It's always better to fight with a bro.
  2. From the album 8Suns

  3. From the album 8Suns

  4. From the album 8Suns

  5. From the album 8Suns

  6. From the album 8Suns

  7.   It seems like strings are created from function, then you getting c_str of them. Now strings are destroyed, but pointers are still in use. Try to do something like: const std::string vertSource = FileUtils::read_file(m_VertPath); const std::string fragSource = FileUtils::read_file(m_FragPath); // ... glShaderSource(vertex, 1, &vertSource.c_str(), NULL); // same for fragment // ... This way, strings are remaninbg for whole function scope and keeps valid c_str pointers.
  8. When Im importing textures to engine, Im doing offline compression using close fit range compression. So I have to ananlize whole 4x4 blocks as an input. When loading textures , they are in compressed format arleady, and the last mipmaps are stored as a raw RGB(A) data.
  9. Ok, solved.   I'm uploading compressed mipmaps using glCompressedTex* ( mipmaps with size >= 4px ) and using glTexImage* with GL_COMPRESSED_RGB(A) for lower mipmaps.
  10. So actually theres no way to use compressed textures and use lower size than 4px. I supposue that compression require 4x4 px blocks to be compressed.
  11. Is it posible to use both compressed and uncompressed texture data when uploading mipmaps for texture ? I'm working on better streaming system for textures with seamless transition beetwen mipmap lvl's.  So far so good. Everything working fine untill I'm uploading non compressed data using glTexImage. I'm setting GL_TEXTURE_MAX_LEVEL to the last (1x1) mipmap index but it seems that texture gets uncompletness when that happen. I'm forced to set GL_TEXTURE_MAX_LEVEL as the last compressed mipmap and then it works. My question : bcoz glTexImage doesnt return any GL Error, is it possible to use non compressed data with compressed in another mipmaps ( compressed data works great when te resolution is >= 16, i need <16 texture mipmaps to avoid aliasing ).   Thanks for any help ! :)
  12. OpenGL

    I'm using AllegroGL to initialize the window. GUI is rendering afret whole 3D part, and then my own mouse curosor onto the main framebufer. Flip at the end. I tried to find all chain of functions that are call when window init. But theres no entry about hiding coursor in full screen. Heres these functions : http://www.codase.com/search/showtext?file=L2dlbnRvbzIvdmFyL3RtcC9yZXBvcy9jb2Rhc2UuYy9hbGxlZ3JvZ2wtMC4yLjQvd29yay9hbGxlZ2dsL3NyYy93aW4uYw== 1) allegro_gl_win_init_fullscreen 2) allegro_gl_win_init I'll try to make some experiments to force ShowOsCuros after every Flip.
  13. Hello, I have some quick question. I'm trying to create a mouse cursor under fullscreen mode of OpenGL. I've seen that many games ( usually MMO's ) have a OS cursor system in fullscreen mode of the game - thats why it hase independedt thread of mouse rendering and it has all features like acceleration, speed set up in system. Another advantage is that fps doesnt affect of the refreshing mouse cursor. Is it possible ( and how , if not regular API ) to create a fullscreen OS mouse cursor. ( tried to use ShowCursor, LoadCursor etc, but it seems not to work propertly ). Thatnks for any answers.
  14. Done: [img]http://img194.imageshack.us/img194/179/screen4ui.png[/img]