• Announcements

    • khawk

      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.

Ramal Kurdy

  • Content count

  • Joined

  • Last visited

Community Reputation

105 Neutral

About Ramal Kurdy

  • Rank
  1. Finally I managed to fix it. Now everything works. I will update the code.  Many thanks for all you support. 
  2. I managed to get the picture to display by changing the height and width of the picture. Now it works. However, the colours of the other shapes on the window all turned into black colour. Do I have to call glDisable(GL_TEXTURE_2D);. If yes, where do I call it?    Thanks
  3. Can you post a link to the image you're trying to display? It doesn't just look like the image is blurry, it looks like you're reading from the wrong offset and using the wrong image pitch, to have what looks like alternating pixel rows side-by-side, and not starting at the upper-left of the image.   This is the link   http://postimg.org/image/mmhvccujl/
  4. Hi  NumberXaero. I tried the code, but a white blank screen appears.  This is the size of my window:   gluOrtho2D(0, 500, 0, 500);   The quad is set in the middle of the window: glTranslatef(250,250,0);   This is the window position: glutInitWindowPosition(350, 200);    
  5.     I modfied the code, but the picture is still blurry. Iam trying to insert the image below. I have resized it and made it smaller. Do you think I need to change the values within texture buffer?  t1 = AllocateTextureBuffer(256, 50, 4); This is what it looks like. direct link http://s30.postimg.org/eurazb6i9/Picture1.png
  6. Thanks I changed it. Now I can see the picture upside down and a bit blurry. I edited the code above. Could you please have a look at it. 
  7.   Where do I place it?
  8. Iam trying to load a bmp image into OpenGL. The program works fine but the image does not appear. The source code below does not contain any errors. Could you please help.   Thanks SOLVED: THE CODE BELOW WORKS.   #include "stdafx.h" #include <stdlib.h> #include "glut.h" #include <math.h> #include <stdio.h> float fTranslate = 0.0; GLuint texture[1];   typedef struct Texture_Image { int width; int height; int format; unsigned char *data; } TEXTURE_IMAGE;   typedef TEXTURE_IMAGE *P_TEXTURE_IMAGE;   P_TEXTURE_IMAGE t1;     P_TEXTURE_IMAGE AllocateTextureBuffer(GLint w, GLint h, GLint f) { P_TEXTURE_IMAGE ti=NULL; unsigned char *c=NULL;   ti = (P_TEXTURE_IMAGE)malloc(sizeof(TEXTURE_IMAGE));   if (ti != NULL) { ti->width = w; ti->height = h; ti->format = f;   c = (unsigned char *)malloc(w * h * f);   if (c != NULL) { ti->data = c; } else { printf("error"); return NULL; } } else { printf("error"); return NULL; } return ti; }   void DeallocateTexture(P_TEXTURE_IMAGE t) { if(t) { if(t->data) { free(t->data); } free(t); } }     int ReadTextureData (char *filename, P_TEXTURE_IMAGE buffer) { FILE *f; int i, j, k, done = 0; int stride = buffer->width * buffer->format; unsigned char *p = NULL;   f = fopen(filename, "rb"); if (f !=NULL) { for (i = buffer->height-1; i>=0; i--) { p = buffer->data + (i * stride); for (j = 0; j < buffer->width; j++) { for (k = 0; k < buffer->format-1; k++, p++, done++) { *p = fgetc(f); } *p = 255; p++; } } fclose(f); } else { printf("name error\n"); } return done; }     void BuildTexture (P_TEXTURE_IMAGE tex) { glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); 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_RGB, tex->width, tex->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex->data); }     int InitGL(GLvoid) {        glMatrixMode(GL_PROJECTION);    glLoadIdentity();    gluOrtho2D(0, 500, 0, 500);   t1 = AllocateTextureBuffer(256, 256, 4); if (ReadTextureData("globe.bmp", t1) == 0) { printf("error\n"); return false; }   BuildTexture (t1);   DeallocateTexture (t1);   glEnable(GL_TEXTURE_2D);   glClearColor(0.0f, 0.0f, 0.0f, 0.0f);   return true; } void quad(){ glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS);   glTexCoord2f(1.0, 0.0);glVertex3f( 112, 112, 0.0); glTexCoord2f(1.0, 1.0);glVertex3f( 112, -112, 0.0); glTexCoord2f(0.0, 1.0);glVertex3f( -112, -112, 0.0); glTexCoord2f(0.0, 0.0);glVertex3f( -112, 112, 0.0); glEnd(); } GLvoid DrawGLScene (GLvoid) { glClear(GL_COLOR_BUFFER_BIT);   glColor3f(1.0,1.0,1.0);   glBindTexture(GL_TEXTURE_2D, texture[0]); glPushMatrix(); glTranslatef(250,250,0); quad(); glPopMatrix();   glutSwapBuffers(); glutPostRedisplay(); }     int main(int argc, char **argv) { glutInit(&argc,argv); glutInitWindowPosition(350, 200); glutInitDisplayMode (GLUT_RGBA | GLUT_DOUBLE);   glutCreateWindow("Image");   InitGL(); glutDisplayFunc(DrawGLScene); glutMainLoop(); return 0; }