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About BertS

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  1. I wouldn't include resource files inside the EXE like that. What you most likely want is a resource file like Doom's WAD files. You can find more info about WADs here: http://doom.wikia.com/wiki/WAD    Note that the WAD format is just an example file format, but it's a good example since it's easy to understand and implement. There's more advanced formats out there that include file compression and whatnot. 
  2. [quote name='enjoycrf' timestamp='1297589077' post='4773569'] do u know which is up in valve source games? im still messing with quake3 levels cause i dun kno how to render edges vs vertices [/quote] HL2 uses a standard righthanded coordinate system if I remember correctly. +X right, +Y forward and +Z up. Best to double check this in the SDK though.
  3. It's not weird, it's just a convention. Z being up is a result of Quake 3 using a righthanded coordinate system. If I remember correctly the Q3 coordinate system has +X pointing forward, +Y pointing left and + Z pointing up. Though that could very well be Q2 and Q3 is using +X right, +Y forward and +Z up. It's been too long since I've worked with either code bases [edit] Realised that this could be misleading people a bit. It's not because the coordinate system is righthanded that Z points up, but because of how the X and Y axes are laid out that forces Z to point up in a right handed coordinate system.
  4. OpenGL OpenGL Memory Overwrite

    Add a data breakpoint to img->height, that way you can see exactly where that memory gets overwritten. Can't tell you how to do it since you didn't specify which IDE you're using :) And if I had to guess I'd say you have to make sure your data array is large enough to hold your image data.
  5. Vertex interpolation is going to be faster than using bones. If you want it faster you can always offload the interpolation to a vertex shader (ie pass the frame position and next frame position as vertex attributes). The only problem might be memory consumption as it adds up fairly quickly as your models get more complex, you add more animations or you add more frames to your animations. You can always keep them compressed in memory and decompress in a vertex shader, but at that point it's probably better to switch to bones.
  6. OpenGL Deferred shading issues?

    As Wiegje said, you need to make sure all your data is in the same coordinate space. Store everything either in eyespace or worldspace.
  7. You shouldn't use floats for your timer value. Use integers.
  8. You can set the working directory in the "debugging" section in the project properties.
  9. Interesting game and survey. Really didn't see it comming :) Can I ask what you're studying at university?
  10. Quote:Original post by Dave Blake Actually I don't want to do anything as complicated as select items within the rectangle, just display a rectangle over my rendering that changes size as the user moves the mouse. It just defines a zoom area on my ortho app, e.g zoom into this area now. So yes Erik, that dotted rectangle is what I want, but over the previous rendering rather than white background.Quote:Do you also need the dotted lines to animate, as they do in some paint programs? No animation needed. Quote:AverageJoeSSU said... The only other thing you have to do is render the rectangle as desired.That is what I can't get my head around. Do I have to set a flag when the mouse in down, and keep re-rendering the entire scene including drawing the rectangle (when flagged) on every mousemove message? Is that it? I guess I am still thnking in a GDI way and it seems an inefficient way to do it. The scene is complex but static, just want to draw a dynamic box with the mouse on top somehow without rerendering it all. Yes you'll have to re-render the scene when your mouse moves. Or do as szecs said. To render the rectangle: glEnable(GL_LINE_STIPPLE); glLineStipple(1,0x0F); glBegin(GL_LINES); glVertex2f(x,y); glVertex2f(x+w,y); glVertex2f(x+w,y); glVertex2f(x+w,y+h); glVertex2f(x,y+h); glVertex2f(x+w,y+h); glVertex2f(x,y); glVertex2f(x,y+h); glEnd(); you can play around with the glLineStipple params to get something you like.
  11. OpenGL Particle blending

    When rendering the particles, turn off depth writes but leave depth testing on.
  12. Go to project properties; "debugging" section and make sure your "working directory" is set correctly.
  13. The Valve developer wiki is an invaluable source if you want help with modding HL2 : Click me It should answer all your questions.
  14. Does your texture have non-power of two dimensions? You might have to resize or pad it.
  15. Looks to me that the problem is that you're passing a member function pointer to GLUT instead of a "regular" fucntion pointer. Use a static member function, or use a non-member wrapper function.
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