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About escudo825

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  1. What the hell

    try putting some sort of loop around the glutdisplayfunc(). because currently all your program is doing is running through everything once. aside from that it looks like it may work. if not well go from there :). edit: another note, you may be more likely to get a reply with a better title ;)
  2. well the more people talk the more it seems that standard is the right one. I've tried express edition before. back when I wanted c++ at home the 2 choices I had were codeblocks and VC++ express, VC++ express didn't quite cooperate with me. while codeblocks I had going right away. but standard is seeming to have some features that could have helped with my transition. and the extra languages doesn't hurt :).
  3. I'll wait untill classes start to see what I'll need. but asap I'll be going for at least one of them. since I want to be able to load the DX SDK worksamples and compile them, and codeblocks can't do that :(. oh well, now I won't spend an unnecessary 100 bucks for something I don't need :).
  4. well I will mostly be doing whatever I need to for school and my own game development. so pro is just meant for large groups and standard is meant more for an individual then? if so then that would definetly be the choice for me.
  5. I normally wouldn't consider something like this considering the $800 pricetag, I never even considered standard for it's price. but I stopped by the book store for the colledge I'll be going to, took a gander at the computer section. and I saw visual studio professional for $160 if I could show student ID O-O. my question is, before I jump at this. VS standard was there for $60, and though the optimizers would be nice I'm wondering if there is much else to fill in the 100 bucks. and I'm interested in any opinions to see which I should go with when I do get one. thanks for any opinions, and hopefully this doesn't sound too noobish.
  6. texture problem

    or the GL.GL_RGB to GL.GL_BGR :P, either way, a mixing of color channels is probably what is happening.
  7. gltexsubimage2d() issues

    well actually I can't track it down, I guess I'll have to do it the hard way unless someone can come up with something that works. after I get it implemented right it shouldn't get in the was anyhow :).
  8. gltexsubimage2d() issues

    I'll have to track it down, may have been directdraw. in which case it no longer exists. and I don't know any D3D, so now that I think of it there may be no equivalent. I find the directdraw aquivalent and get back tommorow, I need to get to bed.
  9. gltexsubimage2d() issues

    oh, darn, so I will have to do it the hard way? because I think I remember DX having something like what I thought texsub... was, so I assumed OpenGL would have something. does it not? if so I'll go back to plan a.
  10. gltexsubimage2d() issues

    ah, so I need to make another texture and copy it to that somehow? the redbook never explained that. I'll look into it alittle more and get back tommorow, since I'll need to get off soon.
  11. I am currently working on my own little 2d engine. the only problem I had was I had only glteximage2d to do all of my sprites, so I couldn't take frames from a sprite sheet. then I discovered gltexsubimage2d. the only problem I have is that the sprite displays as a white square. displaying it like a normal texture works fine, so I'm assuming that the rendering is fine, so here is what I have for the lines of code that seem important: glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR, GL_UNSIGNED_BYTE, BMP.bmBits);//this line it loads and displays perfectly //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_BGR, GL_UNSIGNED_BYTE, BMP.bmBits);//this line should in theory work perfect too, but it doesn't work at all is there something I'm not doing right? or could something else be the problem. thanks to whoever helps, this has been annoying me for nearly a week.
  12. okay, I'll keep looking. I tried to look at the source once, but it was in a .rar or some sort of file I have no idea how to use, oh well.
  13. just wondering, I'm learning 3d and blender is what I'm currently using. and I want to be able to make something in blender and load it right away. if not then could anyone point me to how to load something blender exports, or to a good free modeller that and how to load that. thanks if anyone can help.
  14. opinions on Finaly Songwriter?

    okay then I guess I'll just go with that. I was just curious if there was anything better that's in the $50 range. but it looks like there isn't. well, if notepad had an exporter then I may have even gone with that :P. anyway, thanks for the help I've been given, Sean, jim, and anonymous poster :). p.s. I'll be sure to stop by with some of my compositions later (when I get around to ordering the program).
  15. opinions on Finaly Songwriter?

    I thought this post had already died :D . anyway. mostly I just wanted a program to write music for my games. I figured that the sound I heard out of notepad while not amazing was acceptable, and would probably be fine for the smaller scale games I'll be making. I've never really looked much into sequencers. pretty much with my near decade of reading sheet music I looked at a few and saw something that didn't use notes and I was confused. while I have found a couple that use notation and I was writing simple tunes instantly. though I have heard it is possible to export MIDI and import it into a sequencer to get better instruments in place. though as I've said, my knowledge of sequencers is limited. to sum it up again. I'm just looking for something that lets me write out music in a way thats familiar to me (notation) and exports an acceptable sound. so far it seems like finale songwriter with it's mp3 exporter would be fine, and if I wish for better sound I could just get a sound library and sequencer to use it through. anyway, that's about all I can think of for now. if that helps. edit: cool, you're in oregon too jim. I don't think I've seen anyone this close to me on gamedev before :).
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