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SaTANO

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  1. Well I am making my own engines (one universal and several project specifc) But I think that Unity is the best choice to start with. You should be able to do a lot of work without need to write a lot of code. Yes Unity is really powerful tool ....... Oh and you shold also look at UDK ;)
  2. You've just find it. Its called gamedev.net ApochPiQ is right. There is no clear way to make "games" Just pick what you are interested in and do it :) You do not neccesarily need to read any stuff Best thing to do is learn from yourself   Actually school can give you some basics but it shows you only the direction. I did finish University but all I know about dev is based on my own experience (but I've started dev much sooner than University).
  3. So I am assuming your FBO is 100% OK so problem will be elsewhere.. Well I'm not sure if this is your problem but there should be several things to chcek: - from the code I can see that you unbind frambuffer using glBindFramebuffer(GL_FRAMEBUFFER,0); so you are rendering to nothing - another thing to check is if you are not trying to render to texture which is also source texture (single texture for multiple FBO ) - last thing to check is clearing your FBO before render / disabling depth test if used
  4. I am not sure if I understand correctly your rendering cycle but if you have scene already rendered in texture and you want to use separable blur like gaussian you dont need one texture for each pass. when you are rendering you only need destination target (texture or renderbuffer). When you want to do 2 pass blur you need texture A as source and texture B as destination. After first pass you can simply switch them and use texture B as source and texture A as destination. So this mean than you only need 2 textures (surce and destination) but you must done this in final step because you wont be able to acces original, non blured, scene texture
  5. Try to use texture nearest filtering instead of linear
  6. As far as I understand... you dont want to bind VBO once and render it several times but render it also once with multiple output meshes Technique you are looking for is called geometry instanceing check this: [url="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter03.html"]http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter03.html[/url] But there are several things to check before using it OpenGL 3.2 / Geometry shader support For GLSL version try this: [url="http://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/"]http://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/[/url]
  7. OpenGL

    ObjC approach is based on subclassing NSOpenGLView: [url="http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_drawing/opengl_drawing.html#//apple_ref/doc/uid/TP40001987-CH404-SW8"]http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_drawing/opengl_drawing.html#//apple_ref/doc/uid/TP40001987-CH404-SW8[/url] If you don't like ObjC you should check this [url="http://ttjcrew.com/2009/06/27/beginning-opengl-on-os-x/"]http://ttjcrew.com/2009/06/27/beginning-opengl-on-os-x/[/url] You should also check this one (correctly setting target) [url="http://www.autofasurer.net/wp/?p=106"]http://www.autofasurer.net/wp/?p=106[/url]
  8. Well you are probably right. It depends on how you calculate this matrix. When matrix scale is non uniform normal matrix is not simple 3x3 matrix from your 4x4 modelview matrix You should check this: [url="http://www.lighthouse3d.com/tutorials/glsl-tutorial/the-normal-matrix/"]http://www.lighthouse3d.com/tutorials/glsl-tutorial/the-normal-matrix/[/url]
  9. well there is one thing you should try I assume that you are probably deleting textures in dealloc method... You should check if you still have working context (this is very important because otherwise you don't have working connection ) and delete textures before releasing context [i]"OpenGL functions do not work unless an OpenGL context has been created and is active within that thread. Thus, glGenTextures will do nothing before context creation, and glDeleteTextures will do nothing after context destruction."[/i] for more info you should check http://www.opengl.org/wiki/Common_Mistakes part the object oriented Language problem
  10. For me CLAMP_TO_EDGE works pretty well If this doesn't work you should check your shader for computation of corresponding cube face, but I think this should not be the problem because neighboring faces share same edge
  11. I made some applications for iPhone with more complex geometry 8000+ poly (just for testing) and it works correct There should be problem with your allocations in VBO (indexes probably) which should be OK for simple objects like cube in front view - check your index count and vertex count in VBO creation state - also check for quads vs. triangles (index count from 4 to 6), are you exporting direct triangles?
  12. OpenGL

    your projection matrix is not properly set for your rendering viewport check glViewPort(x,y,width,height) for aspect ratio (you are probably not rendering 1:1) than set/create projection matrix for correct values
  13. Sorry badly interpreted... My bad (dependency GL 1.1) And yes I was talking about EXT... like in tutorial I post [url="http://www.songho.ca/opengl/gl_fbo.html"]http://www.songho.ca/opengl/gl_fbo.html[/url] And for intel drivers... YES it is possible [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  14. FBO is available since 1.1 [url="http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt"]http://oss.sgi.com/p...ffer_object.txt[/url] Are you talking about FBO color attachments? Read this: [url="http://www.songho.ca/opengl/gl_fbo.html"]http://www.songho.ca...ngl/gl_fbo.html[/url] Oh I almost forget You will need 2 FBOs because you cannot render into binded FBO
  15. [quote name='V-man' timestamp='1326032736' post='4900631'] [quote name='SaTANO' timestamp='1326013625' post='4900584'] you are using column-major so your formula is [i]out_vertex = modelMatrix * viewMatrix * projectionMatrix * in_vertex[/i] in tutorial they are using row-major matrices but formula is probably wrong [i]out_vertex = modelMatrix * viewMatrix * projectionMatrix * in_vertex[/i] in row major calculations it should be: [i]out_vertex = in_vertex * modelMatrix * viewMatrix * projectionMatrix[/i] When you look on some OpenGL 1 example it use matrix stack instead of direct multiplication. This stack is FILO so matrices will be multiplied in reverse order Stay with your calculations, they are correct [/quote] I think your first one should be [i]out_vertex = [/i][i]projectionMatrix[/i][i] * viewMatrix * [/i][i]modelMatrix[/i][i]* in_vertex[/i]; and furthermore, you can just simplify that into 1 matrix (it results in less operations on the GPU) [i]out_vertex = [/i][i]MyBigMatrix[/i][i]* in_vertex[/i]; but it is up to you. [/quote] YES You are right I just paste same thing twice [i]out_vertex = [/i][i]projectionMatrix[/i][i] * viewMatrix * [/i][i]modelMatrix[/i][i]* in_vertex[/i]; But as I write Stay with your calculations, they are correct