• What are you working on? v19
    6,590 replies, posted
[QUOTE=Chris220;31216377]The only thing I don't like is how the first bit of the book is teaching you how to use their helper library, not how to use OpenGL. I ended up learning the basics myself, then using the book as a reference for the more advanced things.[/QUOTE] What exactly makes their helper library different from whatever is the equivalent? I mean, I have the book now already, so I may as well just continue.
I dont have a problem with only using the helper library (as long as you are free to use it in other projects like commercial ones) What I dont like is that it makes it pretty hard to differentiate what is freeglut/gltools and what is pure openGL I mean this is the code for their first example [cpp]#include <Windows.h> #include <GLTools.h> #include <GLShaderManager.h> #define FREEGLUT_STATIC #include <GL/glut.h> GLBatch triangleBatch; GLShaderManager shaderManager; void ChangeSize(int w, int h) { glViewport(0,0,w,h); } void SetupRC() { glClearColor( 0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); GLfloat vVerts[] = { -0.5f, 0.0f, 0.0f, 0.5f,0.0f,0.0f, 0.0f,0.5f,0.0f}; triangleBatch.Begin(GL_TRIANGLES, 3); triangleBatch.CopyVertexData3f(vVerts); triangleBatch.End(); } void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed); triangleBatch.Draw(); glutSwapBuffers(); } int main(int argc, char* argv[]) { gltSetWorkingDirectory(argv[0]); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL); glutInitWindowSize(800,600); glutCreateWindow("Triangle"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); GLenum err = glewInit(); if(GLEW_OK != err) { //fprintf(stderr, "GLEW Error: %s\(err)); return 1; } SetupRC(); glutMainLoop(); return 0; } [/cpp] And I dont know what functions are gltools,freeglut or just openGL
[QUOTE=Richy19;31216676]I dont have a problem with only using the helper library (as long as you are free to use it in other projects like commercial ones) What I dont like is that it makes it pretty hard to differentiate what is freeglut/gltools and what is pure openGL I mean this is the code for their first example And I dont know what functions are gltools,freeglut or just openGL[/QUOTE] Do you really need to?
[QUOTE=eXiv2;31216720]Do you really need to?[/QUOTE] Well yea, the point of the book was to learn openGL not to learn how to use freeglut/gltools Also i dont plan on using freeglut other than for the book
[QUOTE=Icedshot;31214970]Im on one 1024x768 screen. Do i win?[/QUOTE] Depending on where I am, if I'm on my desktop I get 1024x768. If I'm on my laptop (netbook) then I've only got 1024x600. Do I win?
I'd suggest teaching yourself how to use shaders and VBOs first, and then using the superbible for everything else. They seem to do most of that stuff using GLTools, which personally I don't WANT to learn, I want to use OpenGL.
[QUOTE=Richy19;31216757]Well yea, the point of the book was to learn openGL not to learn how to use freeglut/gltools Also i dont plan on using freeglut other than for the book[/QUOTE] Why wouldn't you?
Yesterday when I was snooping around the OpenGL Registry pages, I noticed a [url=http://www.opengl.org/registry/api/gl3.h]gl3.h[/url] file up for feedback. It's a substitute for the standard <GL/gl.h> headers that only contains OpenGL 3.1 core profile functions and enumerations. I won't be using it in my guide because it isn't officially supported, but it might be useful for someone.
[QUOTE=eXiv2;31216942]Why wouldn't you?[/QUOTE] Personally I find GLUT to be quite a nasty library to use, its reliance on callbacks is not very nice to work with in my opinion. I much prefer something like SFML for my window handling, to be honest.
[QUOTE=Chris220;31217013]Personally I find GLUT to be quite a nasty library to use, its reliance on callbacks is not very nice to work with in my opinion. I much prefer something like SFML for my window handling, to be honest.[/QUOTE] ^ also SFML is a library i have used for nearly a year so im quite used to it, I really dont see why I should have to start from scratch when its not something i plan on using
[QUOTE=ColdFusionV2;31208387]It injects dll in every program started, most anti virus programs do.[/QUOTE] Doesn't inject, uses [url=http://msdn.microsoft.com/en-us/library/dd744762%28v=vs.85%29.aspx]AppInit_DLLs[/url].
Any good ressources for randomly generating worlds (islands, forrests, beaches, mountains)? I've seen a few doing it here and I want to know if there's another way than just using perlin noise.
Anybody have experience with Box2D with SFML? How is it? Is there a better replacement?
[QUOTE=Xeon06;31217293]Any good ressources for randomly generating worlds (islands, forrests, beaches, mountains)? I've seen a few doing it here and I want to know if there's another way than just using perlin noise.[/QUOTE] It depends on how it's going to be applied. I didn't use perlin noise, but I'm working on a 2D top-down game.
[QUOTE=high;31217169]Doesn't inject, uses [url=http://msdn.microsoft.com/en-us/library/dd744762%28v=vs.85%29.aspx]AppInit_DLLs[/url].[/QUOTE] Interesting. That sounds like it works similarly to LD_PRELOAD on GNU systems. But... wtf? [QUOTE]Space or comma delimited list of DLLs to load. The complete path to the DLL should be specified using Short Names.[/QUOTE] Sample Value: [QUOTE]C:\ PROGRA~1\WID288~1\MICROS~1.DLL[/QUOTE]
Hey Overv, are you focusing on OpenGL Core or will you be adding compatibility stuff?
[QUOTE=Xeon06;31217293]Any good ressources for randomly generating worlds (islands, forrests, beaches, mountains)? I've seen a few doing it here and I want to know if there's another way than just using perlin noise.[/QUOTE] Use perlin noise for height levels, set anything below sea level that isn't filled in to water (and above certain height level if you add caves), make anything within 20 blocks or so close to the ocean a beach, use randomly generated color maps to determine biomes for forests.
[url]http://www.youtube.com/watch?v=fOr_4SDpjcA[/url] This is what I'm working on. I love it. Any thoughts? [highlight](User was banned for this post ("Not programming" - Overv))[/highlight] [highlight](User was banned for this post ("Not programming" - Overv))[/highlight]
[QUOTE=therawr901;31218627][url]http://www.youtube.com/watch?v=fOr_4SDpjcA[/url] This is what I'm working on. I love it. Any thoughts?[/QUOTE] I think that fits better in the creationism corner. In other news, [img]http://i.imgur.com/f5T5r.png/[/img]
[QUOTE=NorthernGate;31218489]Hey Overv, are you focusing on OpenGL Core or will you be adding compatibility stuff?[/QUOTE] Core, there's no point to teaching compatibility stuff.
[QUOTE=Overv;31219127]Core, there's no point to teaching compatibility stuff.[/QUOTE] Does that mean that openGL 3.x < is required?
[QUOTE=Richy19;31219151]Does that mean that openGL 3.x [b]=>[/b] is required?[/QUOTE]
[QUOTE=Xeon06;31217293]Any good ressources for randomly generating worlds (islands, forrests, beaches, mountains)? I've seen a few doing it here and I want to know if there's another way than just using perlin noise.[/QUOTE] [url=http://gamedev.stackexchange.com/questions/tagged/procedural-generation]These[/url] may be of help.
[QUOTE=Xeon06;31217293]Any good ressources for randomly generating worlds (islands, forrests, beaches, mountains)? I've seen a few doing it here and I want to know if there's another way than just using perlin noise.[/QUOTE] Perlin noise is just a method for generating random values, it's really just scratching the surface of the field of procedural generation. Depending on your interests / goals you may want to look into simulating erosion of a random seed in order to create terrain by way of natural processes. Or perhaps you could use an L-system to generate a river or road network and work backwards to create the terrain. Perlin noise is a great primitive to have handy, but there are unlimited ways to apply it to create something new and interesting. [url=http://procworld.blogspot.com/]This guy[/url] recommends [url=http://www.amazon.com/Texturing-Modeling-Third-Procedural-Approach/dp/1558608486?ie=UTF8&tag=procedu-20&link_code=bil&camp=213689&creative=392969]this book[/url]. I haven't had chance to check it out myself, but it looks to cover a lot of concepts in the area of procedural graphics.
[QUOTE=ColdFusionV2;31219175]quote[/QUOTE] That means equal or under 3.x I asked is 3.x or 4 required
[QUOTE=Richy19;31219385]That means equal or under 3.x I asked is 3.x or 4 required[/QUOTE] Yes. 3.x and up is required for his tutorials.
[QUOTE=Overv;31219127]Core, there's no point to teaching compatibility stuff.[/QUOTE] Looking forward to open.gl, I'm going to be converting my engine to use it for my university final project. Keep up the good work, dude.
[QUOTE=therawr901;31218627] [highlight](User was banned for this post ("Not programming" - Overv))[/highlight][/QUOTE] a ban for something that isn't programming? shocking. anyways [code]Add-Type -Path "SteamKit2.dll" $gds = New-Object SteamKit2.GeneralDSClient $gds.Connect([SteamKit2.GeneralDSClient]::GDServers[0]) $gds.GetAuthServerList($username)[/code]
Richy how can you not tell the difference between openGL, GLTools and freeglut library functions. openGL starts with gl GLTools starts with GL and freeglut starts with glut
[QUOTE=Overv;31219127]Core, there's no point to teaching compatibility stuff.[/QUOTE] Is it actually coming out in 10 days or is it just a placeholder?
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