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BlackBox

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About BlackBox

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  1. BlackBox

    Interactive CG turntables for free

    Here is a video tutorial on how to create them: :-)
  2. Hi, I would like to tell every indie CG artist about a free website being develop at our university. The basic concept is that this website allows you to convert frames or short videos into interactive animations. It works extremely well for CG turntables and I think it is a very powerful tool for students and indie developers to allow them to show their work over the net to employers, workmates and friends. Here are some examples: http://www.shoogleit.com/502-0_CG-Turntable-of-a-Mech-Robot http://www.shoogleit.com/503-0_CG-Turntable-of-an-Air-Ship http://www.shoogleit.com/501-0_Ninja-CG-3D-Character-Turntable They were constructed of 80 frames of a 360 rotation, it took less than five minutes each to build and they can be embed into facebook, blogs, website, etc. You can even email them (~1 MB). Try the facebook icon on the example pages, it is very cool to see the interactive movies embedded directly in your facebook pages. Hope the link helps.
  3. Hi everyone, I finally decided to move my opengl programs to Opengl 3 as Nvidia and AMD/ATI drivers are out. But I was wondering what are the best/newest/fastest extensions/methods out there? For example my programs are running with: Core openGL version: 1.5 Vertex shaders: from extension Fragment Shaders: from extension Mesh handling: VBOs Texture handling: FBOs Window handling: winapi If I update to version 3.0 should I still be using VBO,FBO,etc? or are there new faster/better ways? Also any new extension you recommend I should definitely use? Also Also, I definitely need some tutorial/books/samples about geometry shaders (im dying to use them!), do you know any? every little helps :-D Many thanks... Ps. I wish someone at khronos writes the opengl3 redbook soon :-D
  4. BlackBox

    Good launguage for browser games?

    Go for Flex (actionscript) ... its absolutely perfect for games.
  5. Quote:Original post by Symphonic The artist either manually creates all of them, or uses their tools to create them and then tweaks them manually. Yes that must be very time-consuming plus it must cost a furtune. Do you have any idea of what tools they use? Also for us poor amateur, indie or hobbish gamedeveloper, how do we get complex textures with per pixel albedo, height, normals, specularity?
  6. Hi, I'm a little bit confused about how textures are gathered and in which place of the pipeline they are introduced (especially for non-procedural, non albedo-only textures). I been reading and working with CG for a while now, and I know all the simple concepts, by I still have a few questions in my mind, specially for professional graphics engines, like: 1. Where do professional developers get their texture (non-procedural) with the extra channels, say as an example: albedo(colour), normals, height data, specular information, etc? It is very easy to find the colour but where do they get the rest of the data? Or do artists need to draw each and every extra channel of every texture? 2. Where are textures refined/improved with say filters and other niceties like splatting? Before in the early production (say in 3ds max, maya, etc)? or in late production (say when brushing up the levels and testing it in the engine, like explained in one of Carmacks videos)? Or in the actual engine at run time? If anyone if kind enough to enlighten me on how non-procedural textures flow from the artist sketch to their realtime rendering then that would make my day. Many Thanks. [wow]
  7. BlackBox

    Fear, Trembling, and Harsh Reality

    Good Luck!
  8. Quote:Original post by Erik Rufelt You should instead capture the WM_GETMINMAXINFO message. Something like this: case WM_GETMINMAXINFO: { LPMINMAXINFO mmi = reinterpret_cast<LPMINMAXINFO>(lParam); mmi->ptMinTrackSize.x = min_x_size; mmi->ptMinTrackSize.y = min_y_size; } return 0; For most messages, you should always return zero when you handle them. Only for a few messages, such as WM_CREATE for example, does the return value change much. If you look up the MSDN page for the message you can see what you're supposed to return. For the WM_GETMINMAXINFO: http://msdn.microsoft.com/en-us/library/ms632626(VS.85).aspx EDIT: If you visit that webpage, and select WM_SIZE in the left column instead, you will see that it says WM_SIZE is only sent after the window is resized, which is why it's not a good idea to use that message. You might also want to check out the WM_SIZING message, which allows for controlling the size of the window. It works prefectly .... *rates Erik as extremly helpful* Many Many Thanks.
  9. Quote:Original post by ncsu121978 capture the WM_SIZE message and dont let the window size go below what you specify i have tried something like this: if(uMsg == WM_SIZE){ // Resize The Window if(HIWORD(lParam) < 100) return 0; if(LOWORD(lParam) < 100) return 0; .... Didnt worked.... Any idea what I'm doing wrong? Thanks.
  10. hi Everyone, Does anyone knows how to stop a WinApi window getting to small? Many Thanks.
  11. Quote:Original post by MARS_999 Have you talked to Apple about it? What did they say? Typically Apple is very slow to jump on the bandwagon, I know I used to code on Macs years ago. I was always pissed due to GL would get cool feature X on PC, and not Mac, hell it took them 2years after GLSL came to PC to be on Mac and that was software mode at first! Haha i dont want to spend 195 dollars to get the typical "oh its comming soon" answer. I really really do hate apple haha and their slow development in graphics. :-)
  12. Hi, Please help me... We want to distribute our software for Apple but they still have no support for FBO with multisamples in Nvidia cards. (Its been two years since it was implemented in windows). So i was wondering if enough developers fill out a bug request form ... then maybe it will speed up it. Website is here: http://bugreport.apple.com Many Many Thanks.
  13. Hi, I'm trying to add my homemade ("probably wrong") motion blur, this is what im doing. 1) rendering three frames to FBOs. 2) Using 0.5 * middle frame + 0.25 * (before frame + after frame) for the output 3) go to 1 but next frame. Now this is my problem: FBO are not AA. I google it and I know there is EXT_framebuffer_multisample for FBO+AA but it is not support yet (not even 8800s). So I was wondering is there is anything I can do to get AA FBOs? Thanks. Edit: I would like to stir away from pbuffers if posible.
  14. BlackBox

    Tough Question: WUXGA TFT(LCD) desktop monitors?

    Quote:Original post by I Like Bread ...And you wouldn't have known that without Google. WUXGA displays that small are indeed hard to find (although Froogle has quite an extensive listing of them). Nop, not a single one. Please let me know if you spot a 17" or 19" TFT(LCD) WUXGA. Thanks.
  15. BlackBox

    Tough Question: WUXGA TFT(LCD) desktop monitors?

    Quote:Original post by ApochPiQ Nope. Such a thing just doesn't exist. They're mythical beasts, like unicorns, and impossible to find. [wink] Google: the mediocre answer to anything and everything. Yes it's easy to find bigger monitors (21",23",30") of wxuga resolution but smaller ones are a nightmare. eg. 15" 17" 19" [wink]
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