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About dpadam450

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  1. dpadam450

    2D oscillating a 2D object in opengl

    glVertex3f(x1 + r1 * cos(t), y1 + r1 * sin(t), 0.0); You may want to read up a bit more on openGL and how transforms work, glLoadIdentity(), glRotatef(), glScalef(). You shouldn't be recalculating vertices this way.
  2. Trying to get texture buffer objects working. I'm planning on updating a buffer every frame with instance matrices, for now I have stored a single color. I stripped my code to a simple example. Right now the color I am getting is black. I'm wondering if there is something dumb I need to know about TBO's. I have 0 glGetError() issues. The buffer should definitely contain data, so I wonder if there isn't something with binding the texture properly. ***I missed in my example, but I am calling glUniform1i("instanceMatrixBuffer", 11); To properly bind texture 11 to the sampler in the shader. glGenVertexArrays(1, &VAO_Handle); glBindVertexArray(VAO_Handle); glBindBuffer(GL_ARRAY_BUFFER, VBO_Handle); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)this->m_vboLayout.positionDataOffset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VBO_Index_Handle); glBindVertexArray(0); ...later glBindVertexArray(VAO_Handle); static bool doOnce = true; if(doOnce) { doOnce = false; glGenBuffers(1, &TBO_Buffer_Handle); glBindBuffer(GL_TEXTURE_BUFFER, VBO_Index); float data[4] = {1.0, 0.0, 1.0, 1.0}; glBufferData(GL_TEXTURE_BUFFER, sizeof(float)*4, data, GL_STATIC_DRAW); glGenTextures(1, &TBO_Texture_Handle); glBindTexture(GL_TEXTURE_BUFFER, Texture_Index ); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, VBO_Index); } glActiveTexture(GL_TEXTURE11); glBindBuffer(GL_TEXTURE_BUFFER, VBO_Index); glBindTexture(GL_TEXTURE_BUFFER, Texture_Index); glDrawElementsInstanced(GL_TRIANGLES, meshToRender->num_faces*3, GL_UNSIGNED_INT, 0, instanceCount) GLSL vec4 Color = texelFetch(instanceMatrixBuffer, 0);
  3. dpadam450

    Contract Work

    He suggested that nobody can live off 100K. Just stating that not every job is a high paying software job. I mean you have experience in Seattle as a game dude. Did you start at 100K? Just curious.
  4. dpadam450

    Contract Work

  5. dpadam450

    Contract Work

    Well that's too pricey in general for running a normal business. If you have the money to blow as a bazillion dollar corporation I get that and I know those numbers exist. Still unrealistic of an expectation for every programmer to believe that jobs just pay that much in or out of Seattle. I was looking at like 150K at Amazon plus the 2 year bonus thing back maybe 3 years ago. My friend made like 50/60K in LA on the Rocket League team with like 3 years experience. L....A..... right? You never know. There are so many ranges. But again even for Seattle and across the US, 100K is a pretty reasonable sweet spot (and not a bad number) for 5-10 years experience.
  6. dpadam450

    Contract Work

    The fact that that guy even believes 50K is a good number in Seattle is stupid. Maybe some jobs are low-balling, Yes there are awful jobs that might try to pay low, I've seen plenty of them. They might not be exactly be in Seattle city limits either. But 100K anywhere in the US is the typical average for a Mid/Sr programmer (10 years experience). $150/hr is pretty pricey. I could see someone potentially getting away with that but hmm.... 100K/year is $48/hr. Factor in that in the US your employer also covers your half of employment/social security taxes (6% or whatever), offers some help in healthcare benefits, and should be offering a retirement plan, then 150K is a pretty up there number for developers. Seattle is definitely inflated because of the price to live there is awful. 200K is top what anyone should be getting paid in Seattle. Not saying specific jobs won't go higher with bonuses, but if someone is shelling out 200K including all benefits that's not business smart. From what I know Slayemin never had real game experience before starting his venture. I think the indie game market is such a risk that diving head first and hiring an artist was probably a mistake. I'm trying to make an indie game, but I'm super scarce on budget and keep my day job as a good safety net. Good luck on the journey. Not to discourage but VR is a tough spot, I'm not sure what the potential is of your game or how much more content/quality you think you can get on your return on investment, but it is a business at the end of the day. You started with a lot of money and that sucks to be in this spot. If you are a good dev then you can certainly rebound with a good job. Work at Amazon for a couple years and make bank out there.
  7. dpadam450

    OpenGL Packing char in float texture

    That's it, thanks.
  8. Sampling a floating point texture where the alpha channel holds 4-bytes of packed data into the float. I don't know how to cast the raw memory to treat it as an integer so I can perform bit-shifting operations. int rgbValue = int(textureSample.w);//4 bytes of data packed as color // algorithm might not be correct and endianness might need switching. vec3 extractedData = vec3( rgbValue & 0xFF000000, (rgbValue << 8) & 0xFF000000, (rgbValue << 16) & 0xFF000000); extractedData /= 255.0f;
  9. dpadam450

    OpenGL GLSL Light structure

    I must have been smoking crack. It all works now with no changes. I think I was editing the wrong fragment shader for the vertex shader. And therefore it was bad testing.
  10. dpadam450

    OpenGL GLSL Light structure

    That's correct. Using it in the fragment shader seems to not effect anything. Copy/pasted the structure declarations, they are identical.
  11. I have this code below in both my vertex and fragment shader, however when I request glGetUniformLocation("Lights[0].diffuse") or "Lights[0].attenuation", it returns -1. It will only give me a valid uniform location if I actually use the diffuse/attenuation variables in the VERTEX shader. Because I use position in the vertex shader, it always returns a valid uniform location. I've read that I can share uniforms across both vertex and fragment, but I'm confused what this is even compiling to if this is the case. #define NUM_LIGHTS 2 struct Light { vec3 position; vec3 diffuse; float attenuation; }; uniform Light Lights[NUM_LIGHTS];
  12. I saw a video for start citizen that says they use the same rig/animations for both the 1st and 3rd person view (as opposed to floating arms). I haven't found any details on how they did it though. My initial issues would be a skinny character vs a fat character, where in first person you would have to warp the shoulder and crunch them closer to center of body so they fit in the frame. I'm very curious how star citizen (or any other games) have implemented this. Most people seem to just chop off the 3rd person somewhere after the legs in first person so that you can see your legs, and then have just the arms in first person floating by the camera.
  13. FINALLY, upgrading my engine to openGL 4. I was having some trouble so I started with a stripped down application and was wondering if VAO's are required, because I have a sample working, but if I remove the VAO then it doesn't seem to like drawing my triangle.
  14. dpadam450

    Optimization SIMD 256-bit

    Sadly the 256 simd was the same as my normal matrix multiplication. 128 simd was 2ms faster.
  15. dpadam450

    Optimization SIMD 256-bit

    Right, that was on that website, that was what I was looking for run-time detection.
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