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Graphic_Programmer

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About Graphic_Programmer

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  1. Graphic_Programmer

    my obj loader problem

    OKEEEEYY !!! I got it ! I understood why it dont draw.The reason of problem is a index.I used the index from 1 to end value but i might use from 0 to end-1.
  2. Graphic_Programmer

    my obj loader problem

    Is there nobody to help?
  3. Graphic_Programmer

    my obj loader problem

    Hi, I wrote my own obj loader codes and printed values of vertex,texture,normal and face to screen.The values in console screen was correct values but i cant draw the model properly.It looked distorted. These are my codes about to load obj model: #include <stdio.h> #include <math.h> int i,a,b,isaret,bb; int chartoint(char chr) { if(chr=='0') return 0; else if(chr=='1') return 1; else if(chr=='2') return 2; else if(chr=='3') return 3; else if(chr=='4') return 4; else if(chr=='5') return 5; else if(chr=='6') return 6; else if(chr=='7') return 7; else if(chr=='8') return 8; else if(chr=='9') return 9; else return 0; } char satir_atla(FILE * dosya_gostergesi) { char ww; while(! feof(dosya_gostergesi)) { ww=getc(dosya_gostergesi); if(ww=='\n') break; } ww=getc(dosya_gostergesi); return ww; } mtn_kopyala(char ydizi[],char hdizi[]) { for(i=0; ydizi!='\0'; i++) { ydizi[i+1]; hdizi=ydizi; } hdizi='\0'; } char satir_kopyala(FILE * dosya_gostergesi,char hdizi[]) { char ww; i=0; while(1) { ww=getc(dosya_gostergesi); hdizi[i+1]; hdizi=ww; if(ww=='\n') { hdizi='\0'; break; } i++; } ww=getc(dosya_gostergesi); return ww; } main() { FILE * gosterge; int yedek,sayiin,xxx,yyy,tip,atla,asama,nokta[3],j,ucgen_sayisi=0,vrtx=0,textu=0,nrml=0,ucgennn[10000][9]; char aaaa,satir[100],deneme[]="Aptal",deneme2[]="akilli"; double sayiif=0,texture[10000][3],vertex[10000][3],normal[10000][3]; gosterge=fopen("ucgen2.obj","r"); aaaa=getc(gosterge); while(! feof(gosterge)) { if(aaaa=='#') { aaaa=satir_atla(gosterge); } else if(aaaa=='v') { aaaa=getc(gosterge); if(aaaa==' ') {tip=0;} else if(aaaa=='t') {tip=1;} else if(aaaa=='n') {tip=2;} //sat?r? çözümlemeye ba?la { atla=1; asama=0; aaaa=satir_kopyala(gosterge,satir); for(i=0; 1; i++) { if((satir=='0' || satir=='1' || satir=='2' || satir=='3' || satir=='4' || satir=='5' || satir=='6' || satir=='7' || satir=='8' || satir=='9' || satir=='.') && asama%2==0) { nokta[asama%2]=i; asama++; } else if ((satir!='0' && satir!='1' && satir!='2' && satir!='3' && satir!='4' && satir!='5' && satir!='6' && satir!='7' && satir!='8' && satir!='9' && satir!='.')&& asama%2==1 ) { nokta[asama%2]=i-1; asama++; atla=0; } if(!atla) { if((asama%2)==0) { sayiif=0; if(satir[nokta[0]-1]=='-') isaret=-1; else isaret=1; for(yyy=0, j=nokta[1]; j>=nokta[0]; j--) { sayiif+=(chartoint(satir[j])*pow(10,(double)yyy)); if(satir[j]=='.') nokta[2]=j; else yyy++; } sayiif/=pow(10,(double)(nokta[1]-nokta[2])); sayiif*=isaret; //printf("%f\n",sayiif);//sayiif/=1;//(float)pow(10,(double)(nokta[2]-j)); switch(tip) { case 0: vertex[vrtx][asama/2-1]=sayiif; atla=1; case 1: texture[textu][asama/2-1]=sayiif; atla=1; default: normal[nrml][asama/2-1]=sayiif; atla=1; break; } } } if(tip==2) { if(asama==6) { nrml++; break; } } else if(tip==1) { if(asama==4) { textu++; break; } } else if(tip==0) { if(asama==6) { vrtx++; break; } } } } } else if(aaaa=='f') { //sat?r? çözümlemeye ba?la { atla=1; asama=0; aaaa=satir_kopyala(gosterge,satir); for(i=0; 1; i++) { if((satir=='0' || satir=='1' || satir=='2' || satir=='3' || satir=='4' || satir=='5' || satir=='6' || satir=='7' || satir=='8' || satir=='9' || satir=='.') && asama%2==0) { nokta[asama%2]=i; asama++; } else if ((satir!='0' && satir!='1' && satir!='2' && satir!='3' && satir!='4' && satir!='5' && satir!='6' && satir!='7' && satir!='8' && satir!='9' && satir!='.')&& asama%2==1 ) { nokta[asama%2]=i-1; asama++; atla=0; } if(!atla) { if((asama%2)==0) { sayiin=0; yedek=0; for(yyy=0, j=nokta[1]; j>=nokta[0]; j--,yyy++) { yedek=(int)(chartoint(satir[j])); for(b=0; b<yyy; b++) { yedek*=10; } sayiin+=yedek; } ucgennn[ucgen_sayisi][asama/2-1]=(int)sayiin; atla=1; } } if(asama==18) { ucgen_sayisi++; break; } } } } else { aaaa=getc(gosterge); } } fclose(gosterge); //printf("%d %d %d %f\n",nokta[0],nokta[1],t, sayiif); for(i=0; i<vrtx; i++) { printf("v "); for(j=0; j<3; j++) { printf("%f ",vertex[j]); if(j==2) printf("\n"); } } printf("\n"); for(i=0; i<textu; i++) { printf("vt "); for(j=0; j<2; j++) { printf("%f ",texture[j]); if(j==1) printf("\n"); } } printf("\n"); for(i=0; i<nrml; i++) { printf("vn "); for(j=0; j<3; j++) { printf("%f ",normal[j]); if(j==2) printf("\n"); } } printf("\n"); for(i=0; i<ucgen_sayisi; i++) { printf("f "); for(j=0; j<9; j++) { if((j%3)!=0) printf("/"); else printf(" "); printf("%i",ucgennn[j]); if(j==8) printf("\n"); } } while(1) { } } I tried the codes in Dev C++. You can try it to see values.For now, no problem but i couldnt draw properly when i tried these codes in Visual C++ with fist codes. glPushMatrix(); glScaled(1,1,1); glRotated(0,0,0,0); glTranslated(0,0,0); glBegin(GL_TRIANGLES); for(i=0; i<ucgen_sayisi; i++) { for(j=0; j<3; j++) { glNormal3d(normal[ucgennn[j*3+2]][0],normal[ucgennn[j*3+2]][1],normal[ucgennn[j*3+2]][2]); glVertex3d(vertex[ucgennn[j*3]][0],vertex[ucgennn[j*3]][1],vertex[ucgennn[j*3]][2]); } } glEnd(); glPopMatrix(); Thanks.
  4. Graphic_Programmer

    My Screenshot Problem with SDL and OpenGL in C

    [/quote] Thank you very much for your help! Me too not a expert of OpenGL but sure, you know it better than me becuse i am new in OpenGL and my English isn't very good to understand everything. Oh, i am an idiot First, I might say thats: Already, I called Screenshot function with screen surface and drew something to screen.The problem weren't them. When i tried GL_FRONT_LEFT, i made it just and i have a question: why doesn't it be when i tried GL_FRONT_RIGHT instead? What is different between LEFT and RIGHT? Does it mean front face and back face. I will try all of them.
  5. Graphic_Programmer

    My Screenshot Problem with SDL and OpenGL in C

    Isn't there nobody? Help! Pleasee
  6. Graphic_Programmer

    A games lifespan

    You spoke to a interesting point about old games. Why the old games work less quality on newer computers? I think, maybe the reason is developers's a premeditation or mismatchs between old versions and new versions. I don't know which one but me too wonder.
  7. Graphic_Programmer

    Cylindrical Texture Mapping

    This is as my own cylinder texture mapping but i did't use GL_QUAD_STRIP, used GL_QUADS. This topic can help in need of someone. Thanks.
  8. Hi, I wanted to write screen saver function for my mother OpenGL Suface yesterday. First, i thinked this is very easy! I wrote SDL_SaveBMP(screen,"deneme.bmp"); The End.. That can be comic for you but unluckily it did not be. The program showed an error message me and it was grotesque for me. Then, I found a function from a web site but does not work correctly.When it saved a bmp file, it only showed a color on all surface.The color was color of glClearColor function. The Screenshot Code: int Screenshot(char *filename, SDL_Surface *screen) { SDL_Surface *temp; unsigned char *pixels; int i; if (!(screen->flags & SDL_OPENGL)) { SDL_SaveBMP(temp, filename); return 0; } temp = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, 24, #if SDL_BYTEORDER == SDL_LIL_ENDIAN 0x000000FF, 0x0000FF00, 0x00FF0000, 0 #else 0x00FF0000, 0x0000FF00, 0x000000FF, 0 #endif ); if (temp == NULL) return -1; pixels = malloc(3 * screen->w * screen->h); if (pixels == NULL) { SDL_FreeSurface(temp); return -1; } glReadBuffer(GL_FRONT_AND_BACK); glReadPixels(0, 0,screen->w, screen->h,GL_RGB , GL_UNSIGNED_BYTE, pixels); for (i=0; i<ekran->h; i++) memcpy(((char *) temp->pixels) + temp->pitch * i, pixels + 3*screen->w * (ekran->h-i-1), screen->w*3); free(pixels); SDL_SaveBMP(temp, filename); SDL_FreeSurface(temp); return 0; } Not : For first error the reason is not different between screen,"filename" and "filename",screen.SDL_SaveBMP and Screenshot are different fuctions. Thanks.
  9. Graphic_Programmer

    3D Engine architecture

    Yes, me too, i want to make my own game engine.Mine will be with SDL and OpenGL in C.Now, if i want, i can use them to draw nice 3D/2D graphics but i still haven't got enough knowledge about them for advanced drawing so i must learn things more than them.At the moment, i am working on sound system.So far i tried a function to load and play a sound file(.wav) from a folder.I am very happy now becuse it played !
  10. Graphic_Programmer

    A Problem in drawing 2D transparent shapes with ortho

    I made it. Thank you very much!
  11. Graphic_Programmer

    A Problem in drawing 2D transparent shapes with ortho

    Do you think i must change 2-3 and 1? OK i will try
  12. Graphic_Programmer

    A Problem in drawing 2D transparent shapes with ortho

    Yes, i know but when i put glDisable(GL_DEPTH_TEST) to initialization, the red box looked on the transparent letter "A"(my 2D Ortho graphic).I think, the box must be under the 2D letter. This is screenshot when i put glDisable(GL_DEPTH_TEST);
  13. First, my English isn't very good, i can say wrong words so sorry. I am beginner to making 2D/3D Graphics in Opengl and i have a problem about drawing 3D shapes under 2D ortho graphics with alpha transparent. The ScreenShot I don't know could i tell. I think you understood my problem from the picture. These are my drawing codes; ciz() { glViewport(0,0,ewidth,eheight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glOrtho(-1,1,-1,1,-20,20); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glColor4f(1,1,0,1); glDisable(GL_TEXTURE_2D); glPushMatrix(); glTranslatef(((float)mouse_x-(ewidth/2))/(ewidth/2),-((float)mouse_y-(eheight/2))/(eheight/2),0.1); glBindTexture(GL_TEXTURE_2D,NULL); glBegin(GL_POLYGON); for(i=0; i<20; i++) { glVertex3f(cos(18*i*pi/180)/32,sin(18*i*pi/180)/32,0); } glEnd(); glColor4f(1,1,1,1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,tex[0]); glPopMatrix(); /* glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex3f(-0.9,0.9,0); glTexCoord2i(1,0); glVertex3f(-0.6,0.9,0); glTexCoord2i(1,1); glVertex3f(-0.6,0.6,0); glTexCoord2i(0,1); glVertex3f(-0.9,0.6,0); glEnd(); glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex3f(-0.6,0.9,0); glTexCoord2i(1,0); glVertex3f(-0.3,0.9,0); glTexCoord2i(1,1); glVertex3f(-0.3,0.6,0); glTexCoord2i(0,1); glVertex3f(-0.6,0.6,0); glEnd();*/ //glDisable(GL_BLEND); //glDisable(GL_DEPTH_TEST); glBindTexture(GL_TEXTURE_2D,tex[1]); glBegin(GL_QUADS); for(i=0,j=0; i<=yazi_uz; i++) { if(yazi=='A') { ii=0; jj=0; glTexCoord2f((1+(float)ii+(float)ii*13)/512,(1+(float)jj+(float)jj*18)/256); glVertex3f(((0+(float)i*50 )/640)*2-1,-(((0+(float)j*80 )/480)*2-1),0); glTexCoord2f((1+(float)ii+((float)ii+1)*13)/512,(1+(float)jj+(float)jj*18)/256); glVertex3f(((0+((float)i+1)*50 )/640)*2-1,-(((0+(float)j*80 )/480)*2-1),0); glTexCoord2f((1+(float)ii+((float)ii+1)*13)/512,(1+(float)jj+((float)jj+1)*18)/256); glVertex3f(((0+((float)i+1)*50 )/640)*2-1,-(((0+((float)j+1)*80 )/480)*2-1),0); glTexCoord2f((1+(float)ii+(float)ii*13)/512,(1+(float)jj+((float)jj+1)*18)/256); glVertex3f(((0+(float)i*50 )/640)*2-1,-(((0+((float)j+1)*80 )/480)*2-1),0); } } glEnd(); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPopMatrix(); gluPerspective(45,(float)(ewidth/eheight),.1,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(c_x+cos((dir+180)*pi/180)*cos(-der*pi/180)*uz,c_y+sin((dir+180)*pi/180)*cos(-der*pi/180)*uz,c_z+sin(-der*pi/180)*uz,c_x,c_y,c_z, 0,1,0); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glColor3f(1,1,1); //glDisable(GL_TEXTURE_2D); /* glBegin(GL_POLYGON); glTexCoord2i(0,0); glVertex3f(-15,15,0); glTexCoord2i(1,0); glVertex3f(15,15,0); glTexCoord2i(1,1); glVertex3f(15,-15,0); glTexCoord2i(0,1); glVertex3f(-15,-15,0); glEnd();*/ //glEnable(GL_TEXTURE_2D); /*glBegin(GL_TRIANGLES); for(i=0; i<10; i++) { glNormal3f(cos((i+0.5)*36*pi/180)*cos(90-atan(10/7)*pi/180),sin((i+0.5)*36*pi/180)*cos(90-atan(10/7)*pi/180),sin(90-atan(10/7)*pi/180)); glVertex3f(0,0,5); glVertex3f(cos(36*i*pi/180)*7,sin(36*i*pi/180)*7,-5); glVertex3f(cos(36*(i+1)*pi/180)*7,sin(36*(i+1)*pi/180)*7,-5); } glEnd();*/ glColor4f(1,1,1, 1); //glDisable(GL_DEPTH_TEST); //glDepthMask(GL_TRUE); //glEnable(GL_ALPHA_TEST); glBindTexture(GL_TEXTURE_2D, tex[2]); glPushMatrix(); glTranslatef(obj[0].x,obj[0].y,obj[0].z); glScalef(0.5,0.5,0.5); glRotatef(der2*5,0.7,0.3,0.5); //glBindTexture(GL_TEXTURE_2D,tex[1]); glBegin(GL_QUADS); //alt glNormal3f(0,0,-1); glTexCoord2i(0,0); glVertex3f(-8,8,-8); glTexCoord2i(1,0); glVertex3f(8,8,-8); glTexCoord2i(1,1); glVertex3f(8,-8,-8); glTexCoord2i(0,1); glVertex3f(-8,-8,-8); //üst glNormal3f(0,0,1); glTexCoord2i(0,0); glVertex3f(-8,8,8); glTexCoord2i(1,0); glVertex3f(8,8,8); glTexCoord2i(1,1); glVertex3f(8,-8,8); glTexCoord2i(0,1); glVertex3f(-8,-8,8); //sa? glNormal3f(1,0,0); glTexCoord2i(0,0); glVertex3f(8,8,-8); glTexCoord2i(1,0); glVertex3f(8,8,8); glTexCoord2i(1,1); glVertex3f(8,-8,8); glTexCoord2i(0,1); glVertex3f(8,-8,-8); //sol glNormal3f(-1,0,0); glTexCoord2i(0,0); glVertex3f(-8,8,-8); glTexCoord2i(1,0); glVertex3f(-8,8,8); glTexCoord2i(1,1); glVertex3f(-8,-8,8); glTexCoord2i(0,1); glVertex3f(-8,-8,-8); //yukar? glNormal3f(0,1,0); glTexCoord2i(0,0); glVertex3f(-8,8,8); glTexCoord2i(1,0); glVertex3f(8,8,8); glTexCoord2i(1,1); glVertex3f(8,8,-8); glTexCoord2i(0,1); glVertex3f(-8,8,-8); //a?a?? glNormal3f(0,-1,0); glTexCoord2i(0,0); glVertex3f(-8,-8,8); glTexCoord2i(1,0); glVertex3f(8,-8,8); glTexCoord2i(1,1); glVertex3f(8,-8,-8); glTexCoord2i(0,1); glVertex3f(-8,-8,-8); glEnd(); glPopMatrix(); glEnable(GL_DEPTH_TEST); /* glClearColor(1,0,0,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);*/ //resim_yukle("font.bmp"); SDL_GL_SwapBuffers(); } Help please, Thanks for your helps.
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