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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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About grasshop

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  1. OpenGL

    Ok I've found out what changed on my system. It's because I turned off Vista Aero that this started to happen. Turning it back on it works properly. So what is it about Aero being off that makes it work differently?   EDIT: More specifically it is the "enable desktop composition" effect.
  2. Hey guys.   I'm using double buffering with the flags:   Then I'm trying to use SwapBuffers(window_hDC); to update a rending scene at certain intervals, but there is a problem with it just switching between buffer images instead of keeping a solid image on the screen. So it winds up looking like this:     Alternating between the two buffers instead of displaying a solid image.   Is this an issue caused by my card driver? Because I think this behaviour has actually changed, I never remember it doing this before - and I think I might have updated my driver at some point. In any case does anybody please know a way of possibly resolving or working around this? I need to keep a double buffer mechanism though.   Thanks for any help.   - System Info: http://pastebin.com/S2neAq4S   ps. I know this isn't directly OpenGL but I thought it fitted best here, please move it if it's in the wrong forum sorry.
  3. Ok, thanks for the help. I think at this point anyway it will be better to just have the user sort their own images out, that seems to be what some other game making environment just do. I guess it's not that big or common a problem.
  4. The problem is I don't actually have any control over anything myself as I am working on a user game development environment and the user could use any textures themselves and call upon any blend functions as well to that matter. I ask about DirectX because this problem doesn't occur in another game development environment which I am actually trying to emulate and it uses DirectX instead of OpenGL. I'm wondering how on earth the guy that wrote that managed to resolve this issue nicely. I apologise for not giving the full circumstances before I was trying not to complicate things.
  5. Can I just ask, does DirectX suffer from this same issue?
  6. Thanks for the info. Is there though any shaders I could use to deal with this?
  7. Hi, Can somebody please tell me how I can stop texture interpolation from interpolating with fully transparent pixels? I am just using this code for interpolation: glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); At the moment my sprites that use transparency all have unnaturally coloured edges to them when I use interpolation, which isn't pretty Thanks.
  8. Thanks for the help, I did it manually a lot better. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  9. Hi guys, I am trying to create a new texture from a background texture but with it's alpha values set from the colour gradient of another texture. Ie like this: [img]http://i.imgur.com/qkIIz.png[/img] This is a framework of the C++ code I am using: [CODE] unsigned tex_aft(int tex, int copy_tex) { //tex is the texture to set the alpha to, copy_tex is the texture to take the colour gradients from for the alpha values GLuint texture = tex, copy_texture = copy_tex; glPushAttrib(GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT); glColor4f(1,1,1,1); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, texture); int w, h; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH, &w); glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT, &h); glEnable(GL_BLEND); glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_COLOR); glBindTexture(GL_TEXTURE_2D, copy_texture); char* bitmap = new char[(h<<(lgpp2(w)+2))|2]; //lgpp2() function is used to get powers of two glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap); GLuint tex_new; glGenTextures(1, &tex_new); glBindTexture(GL_TEXTURE_2D, tex_new); glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, void(bitmap)); delete[] bitmap; glPopAttrib(); return tex_new; } [/CODE] But from what I know you can't use glBlendFunc to blend bound textures like this, all this code winds up doing is returning a straight replica of the copy_tex. So does anybody here please know what code I could use to blend the two textures like I have described and create a new texture from this? Thanks for any help.