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VitaliBR

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About VitaliBR

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  1. OpenGL

    [quote name='larspensjo' timestamp='1345738643' post='4972630'] [quote name='VitaliBR' timestamp='1345737964' post='4972620'] The Color picking would that be? [url="http://content.gpwiki.org/index.php/OpenGL_Selection_Using_Unique_Color_IDs"]http://content.gpwik...nique_Color_IDs[/url] [/quote] Yes, the principles are right, but implemented using deprecated legacy OpenGL. [/quote] What is deprecated? glReadPixels?
  2. OpenGL

    The Color picking would that be? http://content.gpwiki.org/index.php/OpenGL_Selection_Using_Unique_Color_IDs
  3. OpenGL

    Do you recommend I use this method? http://content.gpwiki.org/index.php/OpenGL:Tutorials:Picking I'm asking this, because I used it in my project and I have a problem. My cube in the scene has ID 1: [img]http://i45.tinypic.com/nq3eo0.png[/img] The red square on top of the cube was made by me in photoshop. It is to show the area where I click and returns the selected cube. That is, the edges of the cube is shown by the function list_hits not selected anything, but I clicked on the edge of the cube!
  4. [quote name='larspensjo' timestamp='1345359593' post='4971034'] [quote name='VitaliBR' timestamp='1345285605' post='4970790'] Using Qt, you mean that I no longer need to use the other as GLEW? [/quote] Qt gives you access to the OpenGL context, as well as many other user input/output resources. So with Qt you don't need GLUT or glfw. GLEW makes it possible for you to get an access to the OpenGL specific API that is portable. I haven't used Qt myself, but a quick look shows there is the class QGLFunctions that seems to do the same thing. Someone else will have to comment on it. This [url="http://qt-project.org/forums/viewthread/14446"]link[/url] and [url="http://stackoverflow.com/questions/9251453/qt4-and-glew-seem-to-be-incompatible-with-each-other"]link[/url]would seem to me that glew is preferable. [/quote] I would like someone to answer this question for both of us and thanks for the explanation friend
  5. [quote name='larspensjo' timestamp='1345193522' post='4970475'] Qt is a big library, that gives you a lot of things. If you need these things, then it is fine. If not, using Qt is an overkill. That is, if you are doing a dialog system outside of the OpenGL context, then Qt may be very good. But if you are doing the dialogs inside the OpenGL window, then you don't need Qt. Judging by the demo above, it looks like Qt may be a good portable choice. [/quote] Yes, Qt is perfect for me Using Qt, you mean that I no longer need to use the other as GLEW?
  6. [quote name='larspensjo' timestamp='1345134693' post='4970228'] glClearColor states what color to use when you clear, so you should call it before glClear. I would recommend having a look at [url="http://www.arcsynthesis.org/gltut/"]Learning Modern 3D Graphics Programming[/url]. You can browse quickly through the parts you already understand, and quickly get to know how it is done the OpenGL way. One problem is that Windows only support a very old API to OpenGL (1.1 or something like that), but the device drivers provides full support. To get access to the full functionality, you either have to use a special function to get the address of the extended functions, or you use a library that has it all prepared. I would recommend [url="http://glew.sourceforge.net/"]GLEW[/url] for this. I have heard gl3w is also good, but haven't used it myself. If you want to write code that is compatible with Linux and other platforms, I would recommend glfw for a minimal library that provides an interface to windows management and other input and output devices. Stay away from GLUT. [/quote] thank you very much [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I'm using Qt 4 (QtOpenGL4.dll) what do you think? That has nothing to do? I program for windows and mac osx [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] My project (lol) http://www.youtube.com/watch?v=cVvzCjWREmE
  7. Hi! I'm learning OpenGL, (always programmed to direct3d). I chose the Direct3D rendering options this way: [code]_d3d = Direct3DCreate9(D3D_SDK_VERSION); bool p_bMultiSample = true; bool p_bSuperSample = true; bool bHW = true; D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; // get the current display mode D3DDISPLAYMODE sMode; _d3d->GetAdapterDisplayMode(0,&sMode); D3DPRESENT_PARAMETERS d3dpp; RECT rect; GetClientRect( hwnd , &rect ); ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = !fullscreen; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hwnd; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = rect.right - rect.left; //screenWidth; d3dpp.BackBufferHeight = rect.bottom - rect.top; //screenHeight; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.BackBufferCount = 1; // check whether we can use a D32 depth buffer format if ( SUCCEEDED ( _d3d->CheckDepthStencilMatch(0,eType, D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32))) { d3dpp.AutoDepthStencilFormat = D3DFMT_D32; } else { d3dpp.AutoDepthStencilFormat = D3DFMT_D24X8; } // find the highest multisample type available on this device D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES; D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE; DWORD dwQuality = 0; if (p_bMultiSample) { while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) != (sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1))) { if(SUCCEEDED( _d3d->CheckDeviceMultiSampleType(0,eType, sMode.Format,TRUE,sMS,&dwQuality))) { sMSOut = sMS; } } if (0 != dwQuality)dwQuality -= 1; d3dpp.MultiSampleQuality = dwQuality; d3dpp.MultiSampleType = sMSOut; } // preget the device capabilities. If the hardware vertex shader is too old, we prefer software vertex processing D3DCAPS9 g_sCaps; _d3d->GetDeviceCaps( 0, eType, &g_sCaps); DWORD creationFlags = D3DCREATE_MULTITHREADED; if( g_sCaps.VertexShaderVersion >= D3DVS_VERSION( 2, 0)) creationFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; //////////////////////////////////////////////////////////////////////////////////// // create a device class using this information and the info from the d3dpp stuct //////////////////////////////////////////////////////////////////////////////// _d3d->CreateDevice(D3DADAPTER_DEFAULT, eType, hwnd, creationFlags, &d3dpp, &_d3ddev);[/code] In OpenGL I only got this far: [code]#ifndef GL_MULTISAMPLE #define GL_MULTISAMPLE 0x809D #endif // Initialize OpenGL void VS_Core::initGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor (backR,backG,backB, 0.0); glEnable(GL_CULL_FACE); glEnable(GL_MULTISAMPLE); //QMessageBox::about( this, tr("OpenGL Version"), tr((char*)glGetString(GL_VERSION))); qDebug((char*)glGetString(GL_VERSION)); qDebug((char*)glGetString(GL_RENDERER)); /* GLint bufs; GLint samples; glGetIntegerv(GL_SAMPLE_BUFFERS, &bufs); glGetIntegerv(GL_SAMPLES, &samples); qDebug("Have %d buffers and %d samples", bufs, samples); */ glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_COLOR_MATERIAL); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); } [/code]
  8. Unity

    [quote name='Daaark' timestamp='1344982560' post='4969616'] Yes. You should simply be able to add the cube, and it's related objects(collision shapes, etc...) to the scene structure. This is normal, and something a game can do several times a frame (depending on the overhead). Products like Unity usually don't compile a unique executable. The unique assets are bundled with a copy of the standalone player.exe, which is renamed to match the project name. [/quote] Thanks Do you know any article / book or tutorial that talks about?
  9. Unity

    [quote name='Daaark' timestamp='1344977703' post='4969598'] Can you be a little more clear? It's very hard to understand exactly what you mean. [/quote] Ok, sorry again (my poor english) I wonder how the backend code on a game editor (with engine), when you add a cube in the scene. (For example, there is a list / stack "objects" in the scene?) And another doubt is, as the executable is generated from a scene (make in the game editor) so that a player can play it without having to open the game editor.
  10. Unity

    Anyone? Any article, book or tutorial to guide me?
  11. I wonder how Unity works in relation to select the "Sphere" and hit her in the scene and create a sphere, where it adds this "class" sphere to a list of objects in the scene? (I believe that the sphere inherits from a class "Object" for example) and another question is, how the "play" it? after I add a floor and a sphere in the scene, I would like to give to build a play or he manages the game itself and not the "scene editable" which is seen in the Engine Editor. Do not know if I was very clear, I wrapped myself up to try to mount the doubt Sorry my poor English
  12. OpenGL

    [quote name='saejox' timestamp='1344544041' post='4967900'] cegui is not ugly. it depends on your ability to skin it. look at torchlight. it uses cegui. they seem to know how to make it pretty. libRocket is also a good gui library too. check it out. [/quote] Very interesting, I'll search more about it. thank you
  13. Hi, I'm a programmer and I want DirectX start a simple OpenGL and Qt (for control and window creation and its easy portability) I wonder how he could make a GUI system like this video (combobox, checklist, checkbox, textbox, etc ...) http://www.youtube.com/watch?v=bMjXx-KweIo&feature=player_embedded I used once to CEGUI, but I thought the look of it very ugly and very laborious to implement the project, wanted something simple, clean and beautiful as the video above I came to develop 2D using OpenGL and SDL, and the options screen gave me a lot of work and many hours, I would use something ready to help me save time: http://www.youtube.com/watch?v=NCx_vqpIuYU Thanks
  14. [quote name='mhagain' timestamp='1344453930' post='4967494'] Rather than clog up the forum with this, I've pastebinned it: [url="http://pastebin.com/GZV8mbbC"]http://pastebin.com/GZV8mbbC[/url] The vertex format I used was position (3 floats), normal (3 floats) and texcoords (2 floats) - which I've called 's' and 't' rather than 'u' and 'v', showing my OpenGL background (I'm actually fairly certain that I pulled the original from MESA's implementation of GLU quadrics). Disclaimer: this is OLD code for me so don't be expecting it to have much in the way of modern coding styles, OK. ;) [/quote] thank you! how its function VectorNormalize? Why did you leave the FVF in CreateVertexBuffer to 0?
  15. [quote name='Tasaq' timestamp='1344509246' post='4967709'] You should make something like that: for every object for every light render the scene with light[i] (light[i] contains light color, intensity, distance etc.) If you want to have a lot of point lights, check out deferred rendering (but be warned, if you are beginner with shaders and programming it might be very hard). [/quote] Like this? http://www.youtube.com/watch?v=bMjXx-KweIo&feature=related