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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. Well, the app initiates at the appropriate resolution and everything... I just lose input.
  2. Okay, I see that the red pixels were actually ENTIRELY by my own hand... however, I cannot get blending to actually work. When I swap thevalues in glBlendFunc call, I get a black screen BTW. [img]http://i.imgur.com/vblF2.png[/img]
  3. All right... now that I have seen your edit, I have removed the alpha testing stuff altogether. Here is what I get now: [img]http://i.imgur.com/2zYZ6.png[/img]
  4. All right, here goes. First, I tried just changing that line. [CODE] glEnable( GL_TEXTURE_2D ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glAlphaFunc(GL_NOTEQUAL, 1); glEnable(GL_ALPHA_TEST); [/CODE] I got this output (there are barely-visible blue pixels where there should be transparency). [img]http://i.imgur.com/QVBMj.png[/img] So then, I changed the alpha func around...: [CODE]glAlphaFunc(GL_GREATER, 0);[/CODE] But I got this output: [CODE]http://i.imgur.com/QVBMj.png[/CODE] totally black!
  5. Hello, all. I am getting red backgrounds on my textures which should be transparent... Here are my source image files: [url="http://dl.dropbox.com/u/31186025/slider_bar.tga"]http://dl.dropbox.co.../slider_bar.tga[/url] [url="http://dl.dropbox.com/u/31186025/slider_slider.tga"]http://dl.dropbox.co...ider_slider.tga[/url] Here are all my OpenGL options: [CODE]glEnable( GL_TEXTURE_2D ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); glEnable(GL_BLEND); glAlphaFunc(GL_NOTEQUAL, 1); glEnable(GL_ALPHA_TEST); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f); glViewport( 0, 0, 900, 600 ); glClear( GL_COLOR_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho(0.0f, 900, 600, 0.0f, -1.0f, 1.0f); glMatrixMode( GL_MODELVIEW ); glScalef(1, -1, 1); glDisable(GL_DEPTH_TEST); glLoadIdentity();[/CODE] Here is my texture loading/initialization code: [CODE] texture::texture(SDL_Surface *rawSurface) { if(listInitialized == false) { initList(); } for(int a = 0; a < 256; a++) { if(textureFree[a] == true) { glTexture = a; numTextures++; textureFree[a] = false; break; } } SDL_PixelFormat pixF = *rawSurface->format; std::cout << "BPP : " << (int) pixF.BytesPerPixel; SDL_Surface *surface; textureRect.w = nextPowerOfTwo(rawSurface->w); textureRect.h = nextPowerOfTwo(rawSurface->h); textureRect.x = 0; textureRect.y = 0; imageRect.w = rawSurface->w; imageRect.h = rawSurface->h; imageRect.x = 0; imageRect.y = 0; paddingW = textureRect.w - imageRect.w; paddingH = textureRect.h - imageRect.h; //where within the texture surface is the actual image? SDL_Rect rectDestination; rectDestination.w = imageRect.w; rectDestination.h = imageRect.h; rectDestination.x = paddingW; rectDestination.y = paddingH; GLint nOfColors = rawSurface->format->BytesPerPixel; GLenum texture_format; if (nOfColors == 4) // contains an alpha channel { if (rawSurface->format->Rmask == 0x000000ff) { std::cout << "format RGBA\n"; texture_format = GL_RGBA; } else { std::cout << "format BGRA\n"; texture_format = GL_BGRA; } } else if (nOfColors == 3) // no alpha channel { if (rawSurface->format->Rmask == 0x000000ff) { std::cout << "format RGB\n"; texture_format = GL_RGB; } else { std::cout << "format BGR\n"; texture_format = GL_BGR; } } surface = SDL_CreateRGBSurface(SDL_SWSURFACE, textureRect.w , textureRect.h , 32, rawSurface->format->Rmask, rawSurface->format->Gmask, rawSurface->format->Bmask, rawSurface->format->Amask); SDL_FillRect(surface, &textureRect, SDL_MapRGBA(surface->format, 255, 0, 0, 9)); SDL_SetAlpha(rawSurface, 0, SDL_ALPHA_OPAQUE); SDL_SetAlpha(surface, 0, SDL_ALPHA_OPAQUE); SDL_BlitSurface(rawSurface, &imageRect, surface, &rectDestination); SDL_SetAlpha(rawSurface, SDL_SRCALPHA, 0); SDL_SetAlpha(surface, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); glBindTexture(GL_TEXTURE_2D, textureBank[glTexture]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels); if(surface) {SDL_FreeSurface( surface );} }[/CODE] and finally, rendering... [CODE] void texture::drawTexture(int x, int y) { x = x - paddingW; // Bind the texture to which subsequent calls refer to glBindTexture( GL_TEXTURE_2D, textureBank[glTexture] ); glColor4f(1,1,1,1); glBegin( GL_QUADS ); //Bottom-left vertex (corner) glTexCoord2i( 0, 0 ); glVertex3f( x, (y + textureRect.h), 0.0f ); //Bottom-right vertex (corner) glTexCoord2i( 1, 0 ); glVertex3f( (x + textureRect.w), (y + textureRect.h), 0.f ); //Top-right vertex (corner) glTexCoord2i( 1, 1 ); glVertex3f( (x + textureRect.w), y, 0.f ); //Top-left vertex (corner) glTexCoord2i( 0, 1 ); glVertex3f( x, y, 0.f ); glEnd(); }[/CODE] And my output... [img]http://i.imgur.com/AS6RM.png[/img] Halp [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Thanks
  6. Hello! My SDL OpenGL application is based on SDL. For some reason, I receive input fine via the SDL_Event unless I add the SDL_Fullscreen flag. In full screen mode, I get no input events at all, strangely. [CODE] //Start SDL, if( SDL_Init( SDL_INIT_EVERYTHING ) != 0 ) { printf("SDL failed to initialize: %s\n", SDL_GetError()); return 1; } //Set up screen SDL_Surface* screen; SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); if((screen = SDL_SetVideoMode( 900, 600, 32, SDL_OPENGL | SDL_FULLSCREEN)) == NULL) { printf("Error creating SDL surface: %s\n", SDL_GetError()); }[/CODE] Thanks much!