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About parklife

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  1. game programming in VB.NET 2003?

    It should work just fine, although VB.NET isn't the most popular game programming language today I believe it's a good way to get started at least. As for game programming books, I'm not sure.
  2. School Question

    I would recommend against going to a game development specific degree, as a computer science degree surely will give you a broader understanding of the topic. Just because you won't be taking courses directly aimed at game programming does not mean you can't apply the knowledge you get at cs to game programming.
  3. Simple Drawing Function, Not Working...

    Are you sure Scene_Objects[i]->GetRenderInformation(); returns a valid MS3DModel pointer? Is there any extra information in the MS3DModel your could look at using a debugger to determine if it is valid? Other than that, it's hard to tell why the function would fail. What are you using to draw the images? How are they stored?
  4. I did use GL_RGBA as internalformat, however, changing this to GL_RGBA8 didn't change the output. I now have: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, flipped->w, flipped->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, flipped->pixels); where flipped is an SDL_Surface loaded from a 32-bit PNG. GL_RGB8 also did not make a difference, it only disabled the alpha channel.
  5. Quote:Original post by philipptr do you have turned down the quality settings in your drivers settings? I've had similar problems while having the settings in my nvidia driver set more to speed than quality Tynin: GL_TEXTURE_MIN_FILTER is already set to GL_NEAREST philipptr: Indeed, that fixed the problem. Thank you! Thank you all for your suggestions!
  6. The whole image is one texture, so clamping does not help. I use GL_CLAMP_TO_EDGE for GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T. I'm not building mipmaps (or is that automatic by default?). Oh, and I might point out that the image and screenshot I posted are scaled to 300% in this post.
  7. I'm using SDL+OpenGL (I'm pretty new at everything OpenGL) to load a 32-bit PNG image, and then I display it on the screen as a quad at a 100% of the image's original size. I'm having trouble getting rid of the color bleeding that occurs. I use glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); when loading the texture. Does anyone of you know where the error occurs, or what this problem is called? image: on screen: notice how the spots of green being "washed" away, and the color mixing that goes on at the bottom of the top-left-most square. [Edited by - parklife on December 18, 2005 4:01:48 AM]
  8. [C++]Int to Char

    Quote:Original post by rip-off you misspelled snprintf there So sprintf is a no-no?
  9. [C++]Int to Char

    How about the old trusty sprintf? It's what I use most of the time.
  10. I'm back (To stay!)

  11. Best. Quote. Ever.

    "The great thing about standards is there are so many to choose from." no idea if it's a quite, or a joke, or whatever. It's good though.