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About adrian_diesel

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  1. adrian_diesel

    Connect: Classic

    Thank you, can you tell me on what platform are you playing?
  2. adrian_diesel

    Connect: Classic

    Connect: Classic is now available on Windows Phone 8. http://www.windowsphone.com/s?appid=06d28f4d-7379-49e7-b69c-a68a64433b8b
  3. adrian_diesel

    Connect: Classic

    Latest update fixes crashes on some android devices.
  4. adrian_diesel

    Connect: Classic

    Connect: Classic is a puzzle game also known also under the name of numberlink/arukone, but what really makes the game to stand out is the minimalistic user interface, with clean graphics. You can easily find what you’re looking for, whether it's the level packs, the settings or the store. The game is free to download and it has 1500 free levels organised by board size(from 5x5 to 14x14) and difficulty(easy, medium, hard). Hints are available if you ever get stuck.You get 5 free hints when you install the game. More hints and additional 1500 levels organised as 10 packs are available for purchase.   Google play link: https://play.google.com/store/apps/details?id=ro.AdrianAndZoe.ConnectClassic iTunes store link: https://itunes.apple.com/us/app/connect-classic/id796065955   Any opinions are welcomed.
  5. adrian_diesel

    obj doesn't draw

    Thank you , changed to  glGenBuffers(1, &_vertexBuffer);     glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);     glBufferData(GL_ARRAY_BUFFER, cub.getVertexSize()*cub.getNumberOfVertices(), &cub.getVertexBuffer()[0], GL_STATIC_DRAW);          glGenBuffers(1, &_indexBuffer);     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);     glBufferData(GL_ELEMENT_ARRAY_BUFFER, cub.getIndexSize()*cub.getNumberOfIndices(), &cub.getIndexBuffer()[0], GL_STATIC_DRAW);      and it works
  6. adrian_diesel

    obj doesn't draw

    Hello I'm using a obj loader in my ios app but it doesn't draw.   Here's the code i use to bind the buffers cub.import("coloredcube.obj"); for(int i=0;i<cub.getNumberOfVertices();i++) NSLog(@"%f %f %f",cub.getVertexBuffer()[i].position[1],cub.getVertexBuffer()[i].position[0],cub.getVertexBuffer()[i].position[2]); for(int i=0;i<=cub.getNumberOfIndices();i+=3) NSLog(@"%d %d %d",cub.getIndexBuffer()[i],cub.getIndexBuffer()[i+1],cub.getIndexBuffer()[i+2]); glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(cub.getVertexBuffer()), cub.getVertexBuffer(), GL_STATIC_DRAW); glGenBuffers(1, &_indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cub.getIndexBuffer()), cub.getIndexBuffer(), GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(ModelOBJ::Vertex), (const GLvoid *) offsetof(ModelOBJ::Vertex, position)); and to draw i use  glBindVertexArrayOES(_vertexArray);    glDrawElements(GL_TRIANGLES, cub.getNumberOfIndices(), GL_UNSIGNED_INT, 0);   the the buffers returned by the ModelOBJ class are  std::vector<Vertex> m_vertexBuffer;  std::vector<GLuint> m_indexBuffer; The loader seems to work as i output the vertexs in nslog   if i use some static coordinates binded to buffers it works typedef struct {     float Position[3];     float Color[4]; } Vertex; const Vertex Vertices[] = {     {{1, -1, 0}, {1, 0, 0, 1}},     {{1, 1, 0}, {0, 1, 0, 1}},     {{-1, 1, 0}, {0, 0, 1, 1}},     {{-1, -1, 0}, {0, 0, 0, 1}} }; const GLubyte Indices[] = {     0, 1, 2,     2, 3, 0 }; What could be the problem?
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