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eviltwigflipper

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About eviltwigflipper

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  1. eviltwigflipper

    Stuck and need help :(

    Quote:A large part of doing well in college is following directions, even though the directions may sound stupid or unreasonable. Really, this is good preparation for life in a real job, too. Most definetelly, it just made me relize that I think im spinning my wheels. Directions are one thing, but relizing your not getting anything out of school is another. Unfortunetlly the professor I have is the computer science chair and shes..."different"...I had her for calculous as well haha. Even if I could get CS credits for game programming, I'm trying to find a class that would be "more challenging" with out having to take the rest of my general ed, lower division classes. I've done alot of reading and the general concencious is game design colleges in general suck. Is there any way of getting from A) where im at to B) getting a programming job at a small company like you said where they care more about the individual and just working my way up with out college?
  2. eviltwigflipper

    Stuck and need help :(

    Hey, This is long im really sorry, I'm currentlly having problems going to college for a number of reasons all of which are in my head, and I'm trying to find some professional advice from industry professionals. I feel like i'm at a barrier ive gone as far as I can get with learning game programming on my own, i've created a graphics engine from scratch, ive created a small path finding engine for A.I, ive programmed curved surfaces into Quake 2, and ive worked on DeltaCTF(a mod for Quake 4) whos project lead is a person at ID Software. And now I'm working on a single player stand alone game using the Quake 3 engine(its going slow because I have to make all the content except models I relied on fileplanet and old links from polycount for that) I'm also sponsored by Microsoft in game programming. Unrelated to game programming i've also worked at a school district as a intern as well as another company doing computer repair mail setup and migration and server setup(ive helped moved the district from Novell to Windows 2003 server), and ive had full access logins to the networks. And nothing ive said would stand on a resume out at all to anyone esp employers. On Thursday i got my lab back in a intro to C++ class, and I got a F on it but I used loops, instead of writing I think it was 15 couts on the screen, and I agrued with the teacher and she said you can't use stuff that we havent talked about yet, and thats why you got the F(I think thats retarted that you have to dumb down your code, but thats besides the point). I'm taking classes right now that have nothing to do with what I want to do. The highest math class ive completed is Calc 1, and I don't know if I want to go to college any more. Ive looked at some of the game programming classes offered at four year colleges and they don't teach anything new to me. I'm currentlly at a community college. I failed my history class last semester cause I spent time learning A.I. and pathfinding in general and spent to much time on that, and my dad is threating not to pay for school any more if I fail another class. But right now i'm spinning my wheels. Dropping out of college is def not professional or good but I need to do something to get me passed the barrier where i'm at. I thought of mabye trying to get a internship at a game company and just work for free, but that means id have to work on the side, and I don't know of any places off hand that offer any internships. Most places require a BA in Computer Science. There is the Art Insitute, I'm not a art person, ive done models and map design but I just did it fast and non-professional so I could continue my coding on a game...unfortunetlly for game programming there isn't a professional college like that out there, and aside from "on the job training" theres not much I can do, and I'm tired of spending my free time programming when I thnk i should be getting paid for it. I see alot of programmers out there starving for lack of a better word cause theres no work, I just don't want that to be me. I want a family, and provide all I can for them(by the way I'm 19, Im just thinking about my future), but right now im just spinning my wheels and wasting my dads money I don't know what I should do. I don't think I want to go to college any more, but saying that leaves me with a icky feeling in my stomach cause A) there are some many kids that want to go to college and can't, and B) I want to be able to provide for my girlfriend, and we broke up my future wife, and if this messes up then I don't know what I can do after that(I thought of becoming a police officer, I used to be on track, and im fit still). Thank you all for your time.
  3. eviltwigflipper

    Vista RTM and DX10 SDK

    The current DX10 sdk only works with Vista RC1, as everyone knows RTM just released to Connect, MSDN, and TechNet Subscribers, and a updated SDK isn't planned until December(according to MSDN Customer Service), my question is what actually makes the DX10 system fail with the current SDK? The SDK only includes Library Files, and headers, that actuall backbone of DX10 is in binaries that are allready included with the OS. Have function names changed at all? What actually makes the DX10 emulator fail on versions of the SDK that aren't designed for a paticualar build?
  4. eviltwigflipper

    Doom 1 and 2 Raycasting

    http://student.kuleuven.be/~m0216922/CG/raycasting.html#Untextured_Raycaster_ btw best tutorial in the world if you want to learn raycasting. I was wondering if anyone knew of a similar tutorial but for Doom 1 and 2 style games where there sized walls, based on a Z-Axis.
  5. eviltwigflipper

    OpenGL for high school

    Towards the end I would show how to load up a world(like Quake 3), and just draw the geoemtry(ignore pvs, collision, etc). And show how texture blending works(probley a good idea to have a day lesson on how this works including the stuff behind the scenes). Then also show how to blend lightmaps on top of the diffuse texture. When they leave the class besides all the stuff you said above, they should see the relationship between a world editor and rendering engine.
  6. eviltwigflipper

    OpenGL for high school

    Id actually be interested in seeing your lesson plans if you cool with sharing them.
  7. eviltwigflipper

    OpenGL for high school

    Quote:Original post by Anonymous Poster Yeah... if you want to teach them to be a bunch of Modders I suggest a more 'academic' approach. There is more to OpenGL than first person shooters. Why not delve into the field of Scientific Visualization? Four words: Scientific Visuzation is boring. You need to make it interesting, and give them a broad range of game programming, they can get more specilized training when they take a college course. We need more computer science majors, if you burden your students with a bunch of theory there not going to be as interested. OpenGL commands if your not doing stuff thats high-tech is pretty straight foward. The design and arctecture aspect should be what you focus is on.
  8. eviltwigflipper

    OpenGL for high school

    I would start off by showing advanced concepts. Describing arictecture first, going through open sourced engines(Quake 1). I would skip some of theory, but still apply basic concepts. Example rendering triangles, creating a cube, etc. Then I would jump from there to loading BSP trees. For a high school class, I don't think its important to manually draw worlds, or shapes in general. One thing thats important is to see the relationship between Level editors and a opengl renderer. Stick with simple lighting such as pre-generated lightmaps, and bring UP OpenGL shaders, say what there used for, and make students learn that on there own if they wish. Offer it like extra credit. Students should know how lists work, and same with extensions. Once your past the basics, you should know introduce a pre-done framework that does logging, file handling, etc, sense that stuff is not exactlly what that class is all about. Translating worlds is important, for camera movements. It seems like this would be a AP level class, so I don't think its unreasonable for students to adding a gaming layer on there own to pass commands to a rendering class. Thats just some ideas, I would require the students to demonstrate they know C++ kind of fluentlly and know OOP. They should know strong concepts of pointers as well, and how memory is used. If its a year class I would keep more of theory, but if its a semester class, your going to need to drop alot of the nit picky stuff. it is very important to know what is going on behind the scenes, but it should be more of a college class that fills in those gaps, while you just go over some of those gaps if that makes sense.
  9. eviltwigflipper

    qglVertexAttribPointerARB question

    Quote: There's lotsa things that can go wrong here. First of all, in what system are the normalmaps generated and in which system are your tangents done? Y can go up or down, depending on who you ask for. And is the light defined in model's local coordinates? The normal maps and diffusemaps are all from Doom 3, just to make sure none of my art assests were wrong. Yes i'm doing this in Quake 3. The light is just used from the standard dynamic lighting trap that gets used on the client side(I'm not at home atm to look at the code, to remember the actual trap name), then I pass it as a paremtor in DrawMultitexture. Horriblly ineffeciant, but again at first I'm not designing this for speed. I thought the TBN was {tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y tangent.z, binormal.z, normal.z}. I know theres a lot of things that can go wrong, I'm just trying to single them down. I just pass the TBN values to tess from a modifed srfSurface_t structure that holds vertex, and TBN info(TBN gets calculated in ParseFace). Then in RB_TessSurface or something like that I put it directlly into shaderCommand_t tess something liek this: XYZ[0] = TBN[0] etc. I don't think I had to negate the Y, cord before the TBN matrix is calculated?
  10. eviltwigflipper

    qglVertexAttribPointerARB question

    I did, just didn't post it. /* ============= R_GetGLSLParam ============= */ void R_GetGLSLParam( trProgType_t type, trCG_t *cg, const char *name ) { switch( type ) { case GLSL_PROG_UNIFORM: cg->params[cg->numParams] = qglGetUniformLocationARB( cg->program, name ); break; case GLSL_PROG_ATTR: cg->params[cg->numParams] = qglGetAttribLocationARB( cg->program, name ); break; default: Com_Error(ERR_FATAL, "R_GetGLSLParam: Invalid type %d\n", type); break; } if(cg->params[cg->numParams] < 0) { Com_Printf("WARNING: %s variable does not exist\n", name); R_CheckLastGPUError(name, cg->program); // SHOULD NOT GET HERE. #if 0 Com_Error(ERR_FATAL, "GLSL Internal Error\n"); #endif } cg->numParams++; }
  11. I'm trying to do lighting, which shouldn't be that difficult, but my problem is the lighting is all over the place and I can't decide whether is a bad TBN matrix, it being passed with glVertexAttribPointerARB or something else. This isn't effienct its just for testing this is the code that calls glDrawElements with all the gl parmetor setting above it, and in its parent calling function. static void R_DrawElementsBumped( int numIndexes, const glIndex_t *indexes, shaderCommands_t *input ) { qglEnableVertexAttribArrayARB(tr.defaultCG.params[3]); qglEnableVertexAttribArrayARB(tr.defaultCG.params[4]); //qglEnableVertexAttribArrayARB(tr.defaultCG.params[5]); qglEnableClientState( GL_NORMAL_ARRAY ); qglVertexAttribPointerARB(tr.defaultCG.params[3], 3, GL_FLOAT, 0, 16, input->tangent); qglVertexAttribPointerARB(tr.defaultCG.params[4], 3, GL_FLOAT, 0, 16, input->binormal); qglNormalPointer( GL_FLOAT, 16, input->normal2 ); qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes ); qglDisableClientState( GL_NORMAL_ARRAY ); qglDisableVertexAttribArrayARB(tr.defaultCG.params[3]); qglDisableVertexAttribArrayARB(tr.defaultCG.params[4]); //qglDisableVertexAttribArrayARB(tr.defaultCG.params[5]); } The values for the TBN array all correct, heres a condump of what vertex and its corresponding TBN Value(each three verts have the same TBN value odviouslly). ------ New Surface --------- *For Vertex(0) -248.000000 -248.000000 248.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 -1.000000 0.000000 Normal2: 0.000000 0.000000 -1.000000 *For Vertex(1) 248.000000 -248.000000 248.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 -1.000000 0.000000 Normal2: 0.000000 0.000000 -1.000000 *For Vertex(2) 248.000000 248.000000 248.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 -1.000000 0.000000 Normal2: 0.000000 0.000000 -1.000000 *For Vertex(3) -248.000000 248.000000 248.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 -1.000000 0.000000 Normal2: 0.000000 0.000000 -1.000000 ------ New Surface --------- *For Vertex(4) -248.000000 -248.000000 8.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 -1.000000 0.000000 Normal2: 0.000000 0.000000 1.000000 *For Vertex(5) -248.000000 248.000000 8.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 -1.000000 0.000000 Normal2: 0.000000 0.000000 1.000000 *For Vertex(6) 248.000000 248.000000 8.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 -1.000000 0.000000 Normal2: 0.000000 0.000000 1.000000 *For Vertex(7) 248.000000 -248.000000 8.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 -1.000000 0.000000 Normal2: 0.000000 0.000000 1.000000 Light 0 rendering at -8.000000 8.000000 128.000000 ------ New Surface --------- *For Vertex(0) 248.000000 -248.000000 8.000000* Tangent: 0.000000 1.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: -1.000000 0.000000 0.000000 *For Vertex(1) 248.000000 248.000000 8.000000* Tangent: 0.000000 1.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: -1.000000 0.000000 0.000000 *For Vertex(2) 248.000000 248.000000 248.000000* Tangent: 0.000000 1.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: -1.000000 0.000000 0.000000 *For Vertex(3) 248.000000 -248.000000 248.000000* Tangent: 0.000000 1.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: -1.000000 0.000000 0.000000 ------ New Surface --------- *For Vertex(4) -248.000000 -248.000000 8.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 0.000000 1.000000 0.000000 *For Vertex(5) 248.000000 -248.000000 8.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 0.000000 1.000000 0.000000 *For Vertex(6) 248.000000 -248.000000 248.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 0.000000 1.000000 0.000000 *For Vertex(7) -248.000000 -248.000000 248.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 0.000000 1.000000 0.000000 ------ New Surface --------- *For Vertex(8) -248.000000 248.000000 8.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 0.000000 -1.000000 0.000000 *For Vertex(9) -248.000000 248.000000 248.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 0.000000 -1.000000 0.000000 *For Vertex(10) 248.000000 248.000000 248.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 0.000000 -1.000000 0.000000 *For Vertex(11) 248.000000 248.000000 8.000000* Tangent: 1.000000 0.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 0.000000 -1.000000 0.000000 ------ New Surface --------- *For Vertex(12) -248.000000 -248.000000 8.000000* Tangent: 0.000000 1.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 1.000000 0.000000 0.000000 *For Vertex(13) -248.000000 -248.000000 248.000000* Tangent: 0.000000 1.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 1.000000 0.000000 0.000000 *For Vertex(14) -248.000000 248.000000 248.000000* Tangent: 0.000000 1.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 1.000000 0.000000 0.000000 *For Vertex(15) -248.000000 248.000000 8.000000* Tangent: 0.000000 1.000000 0.000000 Binormal: 0.000000 0.000000 -1.000000 Normal2: 1.000000 0.000000 0.000000 Light 0 rendering at -8.000000 8.000000 128.000000 Vertex program: // bumpMapSpecNv2.glslvert // varying vec3 lightDir; uniform vec3 lightOrigin; attribute vec3 attr_Tangent; attribute vec3 attr_Binormal; attribute vec3 attr_Normal; void main() { vec3 Tangent = attr_Tangent; vec3 Binormal = attr_Binormal; vec3 Normal = gl_Normal; vec4 glXyz = gl_ModelViewProjectionMatrix * gl_Vertex; gl_Position = glXyz; gl_TexCoord[0] = gl_MultiTexCoord0; // mat3 tbnMatrix = mat3(Tangent, Binormal, Normal); mat3 tbnMatrix = mat3(Tangent.x, Binormal.x, gl_Normal.x, Tangent.y, Binormal.y, gl_Normal.y, Tangent.z, Binormal.z, gl_Normal.z); lightDir = (lightOrigin - gl_Vertex.xyz) * tbnMatrix; // lightDir = normalize(lightDir); } Fragment program // bumpMapSpecNv2.glslfrag // uniform sampler2D colorMapTex; uniform sampler2D normalTex; varying vec3 lightDir; void main() { // Diffuse Map vec3 color = texture2D(colorMapTex, gl_TexCoord[0].st).xyz; // Normal Map vec3 normalVec = 2.0 * (texture2D(normalTex, gl_TexCoord[0].st).xyz - 0.5); normalVec = normalize(normalVec); vec3 lightD = normalize(lightDir); // NdotL + ambient value. float NdotL = clamp(dot(normalVec, lightD), 0.0, 1.0) + 0.3; // Attenuation Hack float att = clamp(1.0 - dot(lightD/(300.0),lightD/(300.0)), 0.0, 1.0); gl_FragColor = vec4(att * (NdotL * color), 1.0); } This lighting moves around, and looks completelly wrong, only part that is lit properlly is the ceiling on the box, the walls and floor are lit completelly wrong. I Was just hoping someone could see something I couldn't ; ).
  12. eviltwigflipper

    DX10 and Vista 5472

    Has anyone got DX10 examples to work on Vista 5472? Ive tired both the June sdk(which had dx10 runtime for the public vista beta 2), and the August which only shipped for RC1 which isn't out yet. Was there a July update that I didn't see? And if not are there any workarounds for it?
  13. eviltwigflipper

    CreateTexture problems...and ROQ.

    If I take out the alpha byte(forth byte) the image looks alot more distorted, but making it BGR did help a little bit. Also whats kinda wierd on the intro cinematic for Q3TA it plays what seems to be interlaced frames over the last active frame, but on the cinematic that plays in the menu it doesn't do that. And the resulting image quality is alot less then what it should be(might be either because the alphia value is still the fourth byte(doesn't seem like its there though), or mabye it had something to do with me just switching byte to a word without rewriting the decrypter. Intro cinematic normal frame: http://img218.imageshack.us/my.php?image=darklight2intromessed7xu.png Intro cinematic next frame it plays over the last frame: http://img526.imageshack.us/my.php?image=darklight2intromessed11ch.png Team arena menu cinematic normal no interlaced plays perfect except fo rthe quality. http://img526.imageshack.us/my.php?image=darklight2nointerlaced3tn.png simple loop I used for switching it to BGR for(int i = 0; i < (cols * rows) * 2; i+=3) { lockdata = data[i+2]; lockdata[i+1] = data[i+1]; lockdata[i+2] = data; }
  14. eviltwigflipper

    CreateTexture problems...and ROQ.

    Ah thank you, just haven't done this before and I don't really know the ROQ format that well(the only part of the Quake 3 engine I never really researched at all). I took advantage of the fact it always worked =/. Anyway the image still has alot of noise in it and the resulting image is about the same just some frames are little bit more defined. http://img66.imageshack.us/my.php?image=noiseintro28uf.jpg RE_StretchRaw - full function of the source snippet above. What CIN_DrawCinematic calls after it translates a ROQ frame into a 8bit frame. All it does is adds a strechraw command to the backend rendering list array and converts the byte array from Quake 3's CIN_DrawCinematic into a 16bit image(for the streched quad surface when the back end list is called up. /* ================= RE_StretchRaw ================= */ void RE_StretchRaw(int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) { trBeCmd_t *cmd; D3DLOCKED_RECT LockedRect; if(w == 0 && h == 0) { return; } cmd = &backend.cmds[backend.framecmds++]; cmd->opcode = RCMD_MATRAW; cmd->x = x; cmd->y = y; cmd->w = w; cmd->h = h; cmd->cols = cols; cmd->rows = rows; cmd->client = client; cmd->texture = tr.roqtex; // Upload the texture buffer to this dtexture. // this needs to be a DFMT_X1R5G5B5 compatitble texture. failed(cmd->texture->LockRect(NULL, &LockedRect, NULL, 0)); WORD *lockdata = (WORD *)LockedRect.pBits; // Shift 8 jsut makes it easier to look at(green tinted mess instead of a red/bue mess). for(int i = 0; i < (cols * rows) * 2; i++) { // 8to16 conversion curtosy of JasonBlochowiak - GameDev forum. WORD byte16 = ConvertTexel8to16(data); lockdata = byte16; } cmd->texture->UnlockRect( 0 ); } Quake 3's CIN_DrawCinematic, which calls the rendering function above, re.DrawStretchRaw. I have very little idea how this translates a compressed roq frame into a 8bit frame, but I thought once you converted the result 8bit image to a 16bit image it would display properlly without all the noise. A little bit of insight into mechanics of this function does will also be helpful. /* ================== SCR_DrawCinematic ================== */ void CIN_DrawCinematic (int handle) { float x, y, w, h; byte *buf; if (handle < 0 || handle>= MAX_VIDEO_HANDLES || cinTable[handle].status == FMV_EOF) return; if (!cinTable[handle].buf) { return; } x = cinTable[handle].xpos; y = cinTable[handle].ypos; w = cinTable[handle].width; h = cinTable[handle].height; buf = cinTable[handle].buf; SCR_AdjustFrom640( &x, &y, &w, &h ); if (cinTable[handle].dirty && (cinTable[handle].CIN_WIDTH != cinTable[handle].drawX || cinTable[handle].CIN_HEIGHT != cinTable[handle].drawY)) { int ix, iy, *buf2, *buf3, xm, ym, ll; xm = cinTable[handle].CIN_WIDTH/256; ym = cinTable[handle].CIN_HEIGHT/256; ll = 8; if (cinTable[handle].CIN_WIDTH==512) { ll = 9; } buf3 = (int*)buf; buf2 = Hunk_AllocateTempMemory( 256*256*4 ); if (xm==2 && ym==2) { byte *bc2, *bc3; int ic, iiy; bc2 = (byte *)buf2; bc3 = (byte *)buf3; for (iy = 0; iy<256; iy++) { iiy = iy<<12; for (ix = 0; ix<2048; ix+=8) { for(ic = ix;ic<(ix+4);ic++) { *bc2=(bc3[iiy+ic]+bc3[iiy+4+ic]+bc3[iiy+2048+ic]+bc3[iiy+2048+4+ic])>>2; bc2++; } } } } else if (xm==2 && ym==1) { byte *bc2, *bc3; int ic, iiy; bc2 = (byte *)buf2; bc3 = (byte *)buf3; for (iy = 0; iy<256; iy++) { iiy = iy<<11; for (ix = 0; ix<2048; ix+=8) { for(ic = ix;ic<(ix+4);ic++) { *bc2=(bc3[iiy+ic]+bc3[iiy+4+ic])>>1; bc2++; } } } } else { for (iy = 0; iy<256; iy++) { for (ix = 0; ix<256; ix++) { buf2[(iy<<8)+ix] = buf3[((iy*ym)<<ll) + (ix*xm)]; } } } re.DrawStretchRaw( x, y, w, h, 256, 256, (byte *)buf2, handle, qtrue); cinTable[handle].dirty = qfalse; Hunk_FreeTempMemory(buf2); return; } re.DrawStretchRaw( x, y, w, h, cinTable[handle].drawX, cinTable[handle].drawY, buf, handle, cinTable[handle].dirty); cinTable[handle].dirty = qfalse; } I'm trying to learn why and what is wrong I hope im not implying everyone should do my thinking for me ; ), this definetlly is a good learning experience. Anyone have any further thoughts on what is generating such noisey and inacurate frames?
  15. eviltwigflipper

    CreateTexture problems...and ROQ.

    This how im doing it now but this is odviouslly wrong: // Upload the texture buffer to this dtexture. // this needs to be a DFMT_X1R5G5B5 compatitble texture. failed(cmd->texture->LockRect(NULL, &LockedRect, NULL, 0)); WORD *lockdata = (WORD *)LockedRect.pBits; // Shift 8 jsut makes it easier to look at(green tinted mess instead of a red/bue mess). for(int i = 0; i < (cols * rows) * 2; i++) { lockdata = data << 8; } cmd->texture->UnlockRect( 0 ); This what it generates while playing the Q3TA Menu cinematic. http://img460.imageshack.us/my.php?image=d2messed8fj.jpg
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