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About Xero-X2

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  1. Quote:Original post by int01h after i render whole particles in the scene, i run rendering of the objects this is why, you must render particles After, the objects, because in order for them to be placed correctly the depth informatino in the scene must already be present. whats happening is that you are rending no depth info in, then drawing the particles, then you render the objects, but the particles have no depth info (you are disableing the depth writes with glDepthMask) so it just draws the objects right over the particles.
  2. Xero-X2

    OpenGL and DirectX

    Personally, I like opengl, I've tried both, but there are plenty of people out there who could say the same for DirectX, plus using DirectX gives you all the input/sound stuff too with similar interfaces. I have to say the main thing I dislike about DX is the nameing convention, I prefer glBegin or glDrawArrays Its my style, I prefer Togglecase, and I like the C style gfx setup, no need to maintain strange objects that float around in your code, but of course like everything thing else in my post, thats my opinion. I learned opengl first so that might play a role too...
  3. Xero-X2

    Large triangle/ slow fillrate?

    Hmmm, the biggest problem you can have with a particle system is fill-rate, if the system is to close to the camera you have massive fill-rate issues, you can see this even in big titles some times. As for things I see you can improve to just help with general performance. For best performance you should use Varrays, or at least stop calling glbegin/glend for every single particle/poly, that can really hurt performance. Also are you calling your gltexParameter every frame? Those are applied to textures, once done; you don’t have to keep doing them. So just do that when you load the texture, I might have misunderstood? While on the note, if you are changing state on every polygon this can also cause slow downs The most ideal way to do things would be to setup all states, create all geometry(given that its dynamic), give opengl all the geometry, and then move on, that way you spend the least amount of time on the transfer to opengl. If you had static geometry you would want to move the create geometry to your loading routines. Maybe that helped some.
  4. Xero-X2

    "Switch off" glMaterial

    Perhapes this is what your looking for... glPushAttrib(GL_LIGHTING_BIT);//saves current lighting stuff glMaterialfv(...); ...draw stuff... glPopAttrib();//restores lighting stuff to the way it was earlier before changed
  5. Some implentations of opengl lose their data(Textures/VBOs/ect) when changeing screen resolutions. I can't remember at the moment a way to see if it happens...
  6. Xero-X2

    UDP packets, simple question

    Can anyone second that they stay 'packetized', I know that they might not arrive, I just need to be sure of the nature in which they work before I go and write the netcode for this game XD, would hate to do this and then in the end have it work totally diffrent and go with a totally diffrent setup.
  7. I’ve used TCP/IP up until now; I just need to know if you can always count on a packet being sent to arrive in the same size/intact structure. I don’t care that I have packet loss. I just need to know how to read the data I get over the network. I know with TCP/IP You save the stuff and read it back using 'packet' headers and such, because it’s a stream and is reliable. What about UDP, if you send 3 ints. If the other side does get the packet, will it be 3 ints or will it be 1 int and 2 bytes of the second int? If that is the case how would I take care of that? The clients are all receiving and sending from different computers. Thanks. If anyone has a link to some where that covers this it would more then welcome, I didn't find anything on this in particular. most of the stuff I found was about udp losing packets, and such.
  8. I definitely agree that there should be a way to do this, I have commonly wished it were possible, because most modeling formats and models have more texture coords then vertices because they are specialized for each face. If we could specify which color/texcoord/vertex indices separately it would be much easier to render these. To bad there isn't a way presently.
  9. Xero-X2

    I love the new layout

    I like the blue... but white hurts tne eyes as many others have mentioned, to bright to do lots of reading... that and Im not a fan of the menus, I miss the regular old links. It nearly gave me a heart attack when I came to visit this night... I was expecting good old gamedev and I got this.... hehe perhapes the style should be chooseable or something...
  10. Xero-X2

    3D formats for video games --- Why all 3 ?

    well most games will use one format, and depending on the situation the developers can choose any format they want to use. I personally use my own format.
  11. I particularly don’t see much speed in using shaders/combiners to apply tank treads, it seems to me that would cause massive restrictions. Of course I might just be looking at this wrong, any ideas on how to use these? Blending a series of decals would appear to be the simplest option, but it definitely calls for fading older treads, and I’m developing for a relatively weak graphics machine at the moment. Any Ideas on something that would be more permanent but not as restricting, this particular graphics card has Massive problems with blending. I had to play with explosions for hours just to keep them from killing the Fps, and that’s only 8 polys. While I can draw the terrain fairly easily. In any case how about a way to store the treads. I guess storing a growing Vector of 2 sets of points wouldn't be too bad... unless you came across a funny situation with not perfectly matching the terrain under the decal. There has to be more ways or at least a good way to optimize it.
  12. I thought it was an interesting topic, im going to be implimenting soon, and I was curious on how other people have done it, or think a good way to do it would be. My partiular Tank Treads will be done on a height map generated with noise. So any veterans out there there that would like to share their wisdom? =D
  13. I find that one of the fastest ways to do billboarding with many billboards, such as a particle system, is to create an array of vertices, texcoords and such, useing the up, right vectors, and the positions. thus you avoid matrix multiplies for every billboard, you save on function calls, and it works quite well. I would deffinitly stay away from Feedback, I used it once for gettings screen coords for points, 2 points, and the fps hit rock bottom. I quickly changed my ways... anyway I hope that helps some.
  14. Xero-X2

    Color gone with lights

    Nit just mixed up the word order, its GL_COLOR_MATERIAL
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