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About Ichi

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  1. Hi all   I am working on a project which depends on GLEW and I want GLEW to be installed automatically if needed.   I wanna do following (its very simple but everything i try doesnt result in what i want): GLEW src is located in {CMAKE_SOURCE_DIR}/external/glew if GLEW is not yet installed to your system -> build glew into ${CMAKE_BINARY_DIR}/external/glew and install it to your system   How do I check if glew is already installed to your system? How do I get this working the same way on both linux and windows?   I don't want glew to be part of my project. I dont want to call its install target if i call mine. It should build and install and then i wanna use that installed files.   Thanks
  2. Ichi

    Why automake?

    It kinda feels like I'm having no controll about what happens 'cause i don't even know what the script does. The reason why i don't want an IDE is that I don't want to be a slave of a system I don't understand. I could stick to gnu make but cmake is attractive. I guess I will dig a little deeper into cmake and check out whether I like it or not.
  3. Ichi

    Why automake?

    Big thanks for all your answers.   What i didn't say is, I don't want to use visual studio anymore. It has lots of nice features but for the moment i want to get rid of all that comfort and work in linux on terminal only with vi editor. I am a big fan of OS and plattform independency and I never wanna code something that can only run on a single OS. Now i am searching for a way to build for several plattforms.   What i like about make is that it is so powerfull. What i don't like is that it does not wrap shell commands. I hate writing code multiple times each for a different OS. And i really don't wanna mess with that stuff. I never touched an Apple terminal and I don't even know how it works. On windows it's kinda the same for me. Despite I am pretty new to Linux I enjoy using terminal for most things on Linux.   If I am right CMake seems to do a good job in generating VS projects and makefiles so you have OS independency and others have the comfort of hacking on your source in their fav. IDE. I am using cmake now to create MinGW makefiles on windows. CMake gives me a oversized makefile and tons of files i don't even know what they are for (yay) For final building idc what trash files are generated but for developing I don't want to see files I don't know what they are for and i want everything to be as clean as possible.
  4. Hi folks,   I've been reading some parts of the automake manual (http://www.gnu.org/software/automake/manual/automake.html) but I don't get why it's good or why I should use it.   It trashes everything with tons of files and leaves a makefile i can only run on the OS i run automake on (You can't use the same makefile on windows when it's created on linux)   Ofc I wouldn't have to mess with creating makefiles but in my opinion makefiles are a very powerfull tool. Even if you don't want to use them for coding they have their use.   What I want is a OS and plattform independent build system. I guess what I need is a library written in makefiles with tons of functions for OS dependent things. In my opinion thats what sucks about make (you have to write shell commands multiple times) Is there any?   I am pretty new into build systems. I've been using Visual Studio before. Maybe you can help me understand the use of automake and help me to get another view.   Thanks Ichi
  5. Hello   for a game project i need some advice about managing my javascript. currently i am including 11 script files from the .html file which, well, sucks. The whole thing is written OO and each file has a prototyped 'class' inside and i like seperating them into different files.   would you suggest a modul loader like requirejs? or how would you do it?   Thanks Ichi
  6. hi   im about creating shadowmaps, having multiple lights of different types. If you have a look on following page http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html at Example 12-1. Pseudocode for the Omnidirectional Shadow-Mapping Algorithm you notice that they tell to render the scene 2 times for every light. Ok, fine that maaay be much if i have much lights but its fine because i only need a single shadowmap texture. Now i have a problem when it comes to point lights. for the shadow cubemaps i need 6 shadow maps. should i render the scene 2 times for every of the 6 faces (12 renders per point light) or have 6 shadow maps laying in vram(waste of ram kinda).    the next problem is if i want to use things like motion blur or depth of field, mirrors or whatever, i need to render my scene multiple times per frame. that number is multiplied with the renders(shadow maps) i need for one full render and i dont want a scene so lowpoly that it could be rendered about 100 times each frame.   Do you have any advice for shadow maps? i kinda hate them, but they are also nice in some way. Also i need dynamic lighting Thanks Ichi   EDIT: also i have no idea about accessing shadow cubemap data with direction vectors. would be nice if someone could explain that. Thanks EDIT2: just found out opengl supports cubemaps :s. ill have a look on that tomorrow
  7. yes the uniformlocaion of an object allways seems to be -1. it only works if i ask it for a member like "lights.pos". isnt there any way to get the uniform location of an object and write byte for byte into it like i tryed in my first post?     I now use a struct of arrays which feels very uncomfortable in my application. my light class looks like this http://pastebin.com/80hK9UNJ and the shader code: http://pastebin.com/unUHbDND   now i have to make funktions for all events like copy a light, add one, remove one and so on... i'd more like to still have the array of structs in my application which as you said is not cache efficient in lots of cases and would mean i'd have to convert all my lights to arrays if i want to give them to the shader.   do you may have any advice?     standard layout? i did define following layout: http://pastebin.com/SGgSTzCy
  8. Hello,   i got a quick question about passing a float array to a shader and receiving it as a struct defined inside the shader. both my light structs (application and shader) contain 15 floats in the same order.     now if i send my array of structs of 15 floats with   glUniform1fv(glGetUniformLocation(programID, "lights"), 15 * lights.size(), lights[0].data());   and in the shader i receive it with   uniform float lights[MAX_LIGHTS * 15];   everything works fine but i would to get it this way   uniform Light lights[MAX_LIGHTS];   which doesnt seem to work :/     so how do i not receive an array of numlights * 15 floats but an array of light objects with 15 floats?
  9. Hello community,   I know this question has been asked a lot of times before everywhere in the internet but i can't come up with a good solution. My problem is if i run into the situation of having a mesh which should have different textures on different surfaces how do i switch the textures intelligent? I don't want to use texture atlases because textures arent always the same size and i have to rework everything if i ever go over the max number of textures my atlas can contain. btw im using opengl.   I have read something about sorting meshes by textures, does that mean creating vbos for every texture? that would mean to create a lot of small vbos and it would uhm suck hard in my opinion.   So if i have a mesh like a house or something which uses like 10 different textures. How do i gonna do it? Do i really have to splitt the vbos?   Thanks Ichi
  10. Thanks you for youre comments     Sorry for this topic. I have no idea why I thought I couldn't bind multiple vbos for different models. I have done it just like you wrote and everything works fine. Thanks to the vao buffer drawing requiers way less code. If i do this for multiple models all data will stay inside my videocard right?   If so how do I delete that information correctly? is glDeleteVertexArrays(1, VAO) enough or do i also have to glDeleteBuffers(1, VBO) for all vbos?         You can update the 'dynamic data' with glMapBufferRange, which obviously is much faster then reloading the entire buffer with glBufferData.    I am not sure what you mean by dynamic data, is it objects that are to be animated?  In which case rather then reloading the vertices again, you should use transformation matrix inside vertex shader and similarly you can animate textures inside vertex shader or in fragment shader.     What I mean with dynamic data is for example a voxel based world with changing content. And for animations which are not changing the model's scale, rotation or position but for example for a walking animal animation i'd also have to change vertices i guess. didnt look at how to animate things yet
  11. Thank you for your response.   Tickspeeds are not constant most of the times and i could just lie to the server and tell him i lag to make my actions happen earlier than they happen even if it are only milliseconds. I think I might get the idea but i don't get how to acually code it.
  12.   Sorry if this is kinda offtopic but i have a question. Overheads seem to be very large and nearly always larger than packages i send to or receive from clients. As a client should i collect all data i want to send into a string and send it at the end of my frame? Because I just sent input changes and stuff right away, yet. Same question for servers. Or won't things i send be splitted into lots of packages anyways?
  13. Hello,   I'm new to this forum and instantly posting a problem. I hope you don't mind   I'm not about sharing you any code (because i haven't coded it, yet) but i want to know an efficient solution for following situation. I have multiple questions.   Since it's not possible to have multiple active VBOs at once i have to bind them over and over again and i have to bind all every tick which takes lots of time and is too slow in my opinion. The best way i guess is to create a single VBO with all information and use an IBO to seperate the information when drawing.    My problem here is that I want to have dynamic content inside my VBOs for things which not have constant vertices like my map or maybe some models. Things could also be added or removed from my list of things i want to draw. How do i do this the best way? I mean i could bind a big VBO with all constant meshes and every dynamic VBO which are created every tick alone. The problem with this is that it would have to pass all information over and over again every tick which takes lots of time (i guess less than binding more small VBOs).   So is passing every VBO every tick the only solution since things may not get drawn always and other things may change their mesh? Additionally i'd also have to pass every other information like normals and colors/uvs over and over again :/   Thanks a lot Ichi
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