dpoon

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About dpoon

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  1. OpenGL glGenerateMipMap ?

    [quote name='ChaseRLewis' timestamp='1298235883' post='4776788'] So coming from DirectX trying to teach myself OpenGL. I"m using the SuperBible 5th edition book and up till texturing it's been doing fine. However, I'm noticing a few functions they use in this chapter don't see to be in any of the libraries I downloaded. It mentions a glGenerateMipMap(GLenum enum) that don't exist in any OpenGL library I've tried. So basically how should I go about generating mipmaps? gluBuild2DMipMap? [/quote] The glGenerateMipmap() function was originally introduced in the GL_EXT_framebuffer_object extension. glGenerateMipmap() has been part of the core API since OpenGL 3.0. In your learning you might see some sources telling you to use the GL_GENERATE_MIPMAP flag to the glTexParameteri() function to generate your mipmaps. Don't do that because that's been deprecated since OpenGL 3.0.
  2. Hi All, The dhpoware.com website has just released updated XNA 4.0 versions of all their existing XNA 3.0 demos. Just in time for Dream Build Play 2011 and the 2011 Gamedev XNA Workshop You can find them here: [url="http://www.dhpoware.com/demos"]www.dhpoware.com/demos[/url].
  3. Red-Black Tree Deletion

    [quote name='staticVoid2' timestamp='1294314445' post='592381'] I've searched everywhere for a proper description of red-black tree deletion algorithm but I cant find one anywhere, so I'm using the wikipedia article on red-black trees as my only reference on the topic. [url="http://en.wikipedia.org/wiki/Red-black_tree"]http://en.wikipedia..../Red-black_tree[/url] It doesn't define how to remove a node that has two leaf children (i.e. null pointers). It only describes how to remove a node that has one child. Obviously if it is a red node then it can just be removed but what if it is a black node? it will affect the black height. Does anyone know? [/quote] The best description of the red-black tree data structure that I've come across is in the book [url="http://www.amazon.com/Introduction-Algorithms-Second-Thomas-Cormen/dp/0262032937"]Introduction to Algorithms[/url]. And yes it includes a full description of the delete operation.
  4. Have you seen this article? http://www.gamedev.net/reference/programming/features/iosExcerpt4/ It's specific to iOS but I'm sure the algorithm can be adapted for XNA. This is the original article that the iOS one was based: http://sacredsoftware.net/tutorials/Animation/TimeBasedAnimation.xhtml.
  5. After a long stint on XNA and Direct3D I've recently come back to OpenGL. Whilst reading the specs and docs to come up to speed on the latest version of OpenGL I ended up writing a basic OpenGL 3.1 (forward compatible 3.0) app to help with my learning. Anyway I'm releasing the code in the hopes that other developers in a similar situation might find it useful. http://www.dhpoware.com/demos/gl3HelloWorld.html Edit: Fixed URL.
  6. I've been using the IPicture COM interface to load JPG images. I know that .NET supports the loading of PNG files. Just wondering whether there's something in GDI+ that'll let me load PNG files in C++. Any ideas?
  7. It's out now! Here's the link. An excerpt of what's in this release: The March 2009 DirectX SDK download contains the tools needed to build cutting-edge, media-rich, interactive applications. It includes runtimes, headers and libraries, samples, documentation, utilities, and support for C+ development. The March SDK also includes an update to the Technical Preview for Direct3D 11, the latest version of Direct3D that provides support for tessellation and general purpose GPU processing, as well as the Technical Preview for Direct2D and DirectWrite, the new Windows APIs for accelerated 2D rendering and font and text rendering. Further changes in the March SDK include improvements to the audio tools and the new XNA Math library.
  8. FirstPersonCamera View in C#

    I have a first person camera demo on my site. It's in C# but uses XNA rather than managed DX. Click here.
  9. You need to make sure that the AMD ATI Catayst driver you're using exposes the WGL_ARB_create_context extension. AFAIK the latest public Catalyst 8.12 drivers don't expose that extension. I have a small demo on my site that shows you how to create an OpenGL 3.0 rendering context. Click here.
  10. Normal mapping problems

    Did someone say they wanted a normal mapping sample for d3d9? Try this one. It doesn't use D3DX to compute the tangents and binormals (bitangents) though.
  11. Just curious as to why you maintaining ForwardAxis, UpAxis, and LeftAxis vectors and not a quaternion for the orientation? Isn't the whole point of a quaternion camera that you use a quaternion for the orientation instead of the basis vectors?
  12. That's just the info I was after MJP! I'm at work right now so I'll have a play this evening.
  13. @MJP: Can you give more details on the XSI Mod Tools to XNA pipeline? For instance is there a specific vertex format that XSI uses in the effect files? The XSI Mod Tool supports DX SAS 1.0 effect files too yeah?
  14. Quote:Original post by biggoron Blitting is working on my Radeon HD 2600 XT, but blitting a multisampled FBO to my un-multisampled main buffer isn't working. Is it possible to do that? Edit: Judging by the extreme lack of speed (~1500 FPS 640x480 drawing a wire cube) I wouldn't be surprised if the blitting is happening in software :( I'm able to run this demo without any issues on a HD 2900 XT card. The demo renders to a multisampled FBO and then blits to a un-multisampled FBO.
  15. Screen Space Coordinates

    The -0.5f is ensure that the texels directly map to pixels (refer to the DirectX SDK help under DirectX Graphics > Direct3D 9 > Programming Guide > Getting Started > Direct3D Textures > Texture Coordinates > Directly Mapping Texels to Pixels). What you want to do is subtract 0.5 units from the x and y components of your vertex positions when working in transformed screen space in order to correctly align texels with pixels.