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  1. I am trying to integrate my Scene and Input_handle class for a tile base games.. I would like to make in the future. Though, I am out of ideas for a ice way to make both classes work together. Any suggestions?
  2. [quote] For the way you use the vector I would suggest textures.resize(imagefiles.size()) instead of the wonky insert. If not, a short debugging session or an update of this thread with the current code and behavior should put you much closer to your goal. [/quote] Yes! You was absolutely right... Though, I still have this problem of drawing both images.... It draws the background fine but not the sprite image... I updated both the renderer and image upload with debug feed back. Usually, it tells me that it couldn't open the certain sprite file from IMG_LOAD.. Though, I have the filename correct and the format isn't wrong, it's just a simple png with transparent background. I even tested with a another sprite that work in another program I made just to make sure... The dlls are correct, because I just copy/paste from another working program.. So, I'm kind of scratching my head why it isn't working... I did test if my program receive the proper vertices and texvertices as well for the render function.. No errors was shown and had the positional values that I wanted..
  3. Thanks for everything.. Apparently, the image wasn't loading.. it had a weird extensions LOL.... *Debugging is key* is there anyway to store Gluint in vector or just simply stick with gluint array? Also, do I need to use glDeletetextures ?
  4. it compiles and works... with GLuint * texture yet now it's not printing my sprites... but it does print background... if you want to see my rendering code [CODE] void gameDraw::Render_2D::Render(glSDL_Config & gConfig ) { if( gConfig.Draw_Background) { GLubyte bk_indices [] = { 0, 1 , 2, 0, 2 , 3 }; glBindTexture(GL_TEXTURE_2D , textures[gConfig.background]); glSDL_Vertex bk_vRect = gConfig.bk_Vertex; glSDL_texture bk_tRect = gConfig.bk_texture; GLfloat bk_vertices[ ] = { bk_vRect.x , bk_vRect.y + bk_vRect.h, 0, bk_vRect.x , bk_vRect.y , 0, bk_vRect.x + bk_vRect.w , bk_vRect.y , 0, bk_vRect.x + bk_vRect.w , bk_vRect.y + bk_vRect.h, 0 }; GLfloat bk_Texvertices[ ] = { bk_tRect.x , bk_tRect.y + bk_tRect.num, bk_tRect.x , bk_tRect.y , bk_tRect.x + bk_tRect.num , bk_tRect.y , bk_tRect.x + bk_tRect.num , bk_tRect.y + bk_tRect.num }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT,0, bk_Texvertices); glVertexPointer(3, GL_FLOAT, 0, bk_vertices); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, bk_indices); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); } if( gConfig.Draw_Sprite) { if( gConfig.foreground != gConfig.background) { glBindTexture(GL_TEXTURE_2D, textures[gConfig.foreground]); } int nSize = RenderArray.size(); GLfloat vertices[nSize * 12]; GLfloat texvertices[nSize * 8]; glSDL_Vertex vtemp; glSDL_texture textemp; unsigned int itv = 0; unsigned int itex = 0; BOOST_FOREACH( SpriteData & iter , RenderArray ) { vtemp = boost::get<0>(iter); textemp = boost::get<1>(iter); //buttom left vertices[itv] = vtemp.x; vertices[itv + 1] = vtemp.y + vtemp.h; vertices[itv + 2] = vtemp.layer; //upper left vertices[itv + 3] = vtemp.x; vertices[itv + 4] = vtemp.y; vertices[itv + 5] = vtemp.layer; //upper right vertices[itv + 6] = vtemp.x + vtemp.w; vertices[itv + 7] = vtemp.y; vertices[itv + 8] = vtemp.layer; //lower right vertices[itv + 9] = vtemp.x + vtemp.w; vertices[itv + 10] = vtemp.y + vtemp.h; vertices[itv + 11] = vtemp.layer; itv += 12; //buttom left texvertices[itex] = textemp.x; texvertices[itex + 1] = textemp.y + textemp.num; //upper left texvertices[itex + 2] = textemp.x; texvertices[itex + 3] = textemp.y; //upper right texvertices[itex + 4] = textemp.x + textemp.num; texvertices[itex + 5] = textemp.y; //buttom right texvertices[itex + 6] = textemp.x + textemp.num; texvertices[itex + 7] = textemp.y + textemp.num; itex += 8; } RenderArray.clear(); unsigned short quadindices[nSize * 6 ]; unsigned short *ndx = quadindices; for (int i = 0, fv = 0; i < nSize; i++, fv += 4, ndx += 6) { ndx[0] = fv; ndx[1] = fv + 1; ndx[2] = fv + 2; ndx[3] = fv; ndx[4] = fv + 2; ndx[5] = fv + 3; } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); //Enable drawing state glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT,0, texvertices); glVertexPointer(3, GL_FLOAT, 0, vertices); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, quadindices); //Done with drawing state glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_BLEND); } SDL_GL_SwapBuffers(); } [/CODE] I should make a test if the vertices and texvertices data have came in ~_~.....
  5. I tried that and still got an error , and I also tried [CODE] void gameDraw::Render_2D::getSpriteSheets(const std::vector<std::string> & imagefiles ) { unsigned int nSize = imagefiles.size(); std::vector<GLuint> SpriteSheets(nSize, 0); unsigned int i = 0; BOOST_FOREACH( std::string image, imagefiles ) { uploadImage(image, SpriteSheets[i]); ++i; } textures = SpriteSheets; } [/CODE]
  6. I was battling with my code for today, and I pin-pointed the error of my sdl program instantly closing from error with the generation of my textures... [CODE] // in my DrawingGame definition source file static void uploadImage( std::string & filename, GLuint & id ) { SDL_Surface * tempt = IMG_Load(filename.c_str()); if(!tempt) { id = 0; } SDL_Surface * nCopy = SDL_CreateRGBSurface(SDL_SWSURFACE,tempt->w,tempt->h,32, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff #else 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 #endif ); SDL_BlitSurface(tempt,NULL,nCopy,NULL); glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, nCopy->w, nCopy->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nCopy->pixels); SDL_FreeSurface(tempt); SDL_FreeSurface(nCopy); } void gameDraw::Render_2D::getSpriteSheets(const std::vector<std::string> & imagefiles ) { std::vector<GLuint>::iterator it; unsigned int nSize = imagefiles.size(); textures.insert(it,nSize, 0); unsigned int i = 0; BOOST_FOREACH( std::string image, imagefiles ) { uploadImage(image, textures[i]); ++i; } } [/CODE]
  7. ahh... Well if I wanted to do it the VBO way.. would it be along the lines of this [CODE] //assume Opengl 2.1 GLuint VBOid; glGenBuffers( 1 , &VBOid); glBindBuffer(GL_ARRAY_BUFFER, VBOid); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*6, NULL, GL_DYNAMIC_DRAW); glVertexPointer(3, GL_FLOAT, 0, NULL); glBindTexture(GL_TEXTURE_2D, spritesheetID); // for each sprite in sprites do something like this? glPushMatrix() glTranslatedf(posx , posy, layer); glScalef(sizeX, sizeY, 0 ); glTexCoordPointer(2, GL_FLOAT, 0 , texvertices); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDrawElements(GL_TRIANGLES, 6 , GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glPopMatrix(); [/CODE] not sure if my idea is correct
  8. May I have example snippet.... if you don't mind me asking ?
  9. Well, I wanted to write a 2d rendering class around glDrawelements. I was just scratching my head, how Icould render N number of quads without rewriting the array of indices
  10. I figured out how to print two quads using vertex arrays, but I think there maybe an easier way to render multiple quads... any suggestions? [CODE] #include "SDL/SDL.h" #include "SDL_image.h" #include "SDL/SDL_opengl.h" GLuint get_texture(void) { SDL_Surface * surface = IMG_Load("image1.png"); SDL_Surface *tempt = SDL_CreateRGBSurface(SDL_SWSURFACE, surface->w, surface->h, 32, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff #else 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 #endif ); SDL_BlitSurface(surface, NULL,tempt, NULL); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tempt->w, tempt->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempt->pixels); SDL_FreeSurface(tempt); SDL_FreeSurface(surface); return texture; } int main( int argc , char ** argv ) { SDL_Init(SDL_INIT_EVERYTHING); SDL_SetVideoMode(640, 480, 32, SDL_OPENGL); glClearColor(0, 0, 0, 0); glViewport(0, 0, 640, 480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 640, 480, 0, 1, -1); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glEnable(GL_TEXTURE_2D); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLuint id = get_texture(); glBindTexture(GL_TEXTURE_2D,id); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); GLfloat vertices [] = { //first quad 0,16,0, 0,0,0, 16,0,0, 16,16,0, //second quad 50,66,0, 50,50,0, 66,50,0, 66,66,0 }; GLubyte indices [] = { //first indice 0,1,2, 0,2,3, //second 4,5,6, 4,6,7 }; GLfloat texvertices [] = { //first quad 0,.5, 0,0, .5,0, .5,.5, //second quad .5,1, .5,.5, 1,.5, 1,1 }; glTexCoordPointer(2, GL_FLOAT,0, texvertices); glVertexPointer(3, GL_FLOAT, 0, vertices); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); SDL_GL_SwapBuffers(); SDL_Delay(9000); return 0; } [/CODE]
  11. I have trouble uploading the surface to opengl texture and switching between multiple textures. The program compiles, but leaves a blank screen. I was loading a 32 bit PNG file with transparency. This is the drawing class's Code [CODE] class EzDraw { public: EzDraw(int N); void getImage(const char *); bool selectTex(unsigned int num); void Begin(); void End(); void DrawImage( SDL_Rect & rect, float sx , float sy , float sL ); private: std::vector<unsigned int> textures; unsigned int Inc; }; EzDraw::EzDraw(int N) { Inc = 0; glPixelStorei(GL_UNPACK_ALIGNMENT,4); glGenTextures(N, &textures[ 0 ] ); } #if SDL_BYTEORDER == SDL_LIL_ENDIAN static const Uint32 rmask = 0x000000FF; static const Uint32 bmask = 0x0000FF00; static const Uint32 gmask = 0x00FF0000; static const Uint32 amask = 0xFF000000; #else static const Uint32 rmask = 0xFF000000; static const Uint32 bmask = 0x00FF0000; static const Uint32 gmask = 0x0000FF00; static const Uint32 amask = 0x000000FF; #endif void EzDraw::getImage(const char * filename) { SDL_Surface * surface = IMG_Load(filename); if(surface == NULL) { // could not get filename return; } SDL_PixelFormat *format = surface->format; Uint32 width = surface->w; Uint32 height = surface->h; Uint32 widthPow = (unsigned) pow( 2, ceil( log( width ) / log( 2 ) ) ); Uint32 heightPow = (unsigned) pow( 2, ceil( log( height ) / log( 2 ) ) ); // Create new empty surface. SDL_Surface* newSurface = SDL_CreateRGBSurface( SDL_SRCALPHA, widthPow, heightPow, 32, rmask, bmask, gmask, amask ); // Fill sprite with alpha. Uint32 alpha = 0; alpha = SDL_MapRGBA( format, 0, 0, 0, amask ); SDL_Rect rect; rect.x = 0; rect.y = 0; rect.h = heightPow; rect.w = widthPow; int ret = SDL_FillRect( newSurface, &rect, alpha); surface->flags &= !SDL_SRCALPHA; SDL_SetAlpha( newSurface, SDL_SRCALPHA, SDL_ALPHA_TRANSPARENT ); // Copy image data to our new surface. SDL_BlitSurface( surface, 0, newSurface, 0 ); // Bind the texture. glBindTexture(GL_TEXTURE_2D, textures[Inc]); // Convert surface to Open GL format. gluBuild2DMipmaps(GL_TEXTURE_2D, 4, widthPow, heightPow, GL_RGBA,GL_UNSIGNED_BYTE, newSurface->pixels); // Free our temporary SDL buffers. SDL_FreeSurface( surface ); SDL_FreeSurface( newSurface ); ++Inc; } bool EzDraw::selectTex(unsigned int num) { if( num < Inc) { glBindTexture(GL_TEXTURE_2D, textures[num]);; return true; } return false; } [/CODE]