• What are you working on? V5
    2,005 replies, posted
Really, it should be easiest for you to draw tiles as individual quads with their own texture. But if you want to continue to do this weird thing with blitting tiles to a single surface and uploading all of that as a texture, then you want to move to using framebuffer objects: [url]http://www.songho.ca/opengl/gl_fbo.html[/url]
[QUOTE=Cathbadh;19000972]Really, it should be easiest for you to draw tiles as individual quads with their own texture. But if you want to continue to do this weird thing with blitting tiles to a single surface and uploading all of that as a texture, then you want to move to using framebuffer objects: [url]http://www.songho.ca/opengl/gl_fbo.html[/url][/QUOTE] 'Tis still very much a wall of text -- although very explanatory. :)
[QUOTE=ZomBuster;18998742]Yeh good idea, was thinking about that. Like a homing factor which ranges from slighty tilting towards enemies to just going straight at them, spiralling, drunken movement etc.[/QUOTE] give me the source to zomg
Just started working on an MMO for a friend. He started it using some VB6 library, so I told him I'd help him redo it in Java. I'm planning on making the client a Java applet. It should also be able to run outside of the browser if the player desires. I don't have anything to show off yet, but I got the ant build script pretty much done. :v: It's going to use [url=http://slick.cokeandcode.com/]Slick[/url] for OpenGL 2D acceleration.
So, we're on page fifty and nearing the end of the fifth WAYWO. I figure I might as well post some work-in-progress screens of the elusive project I've mentioned in passing on here a couple of times. Here's the menu: [media]http://i50.tinypic.com/20jlpfs.jpg[/media] And here is some testing code to render tiles: [media]http://i46.tinypic.com/vq4phc.jpg[/media]
[QUOTE=mechanarchy;19002230]So, we're on page fifty and nearing the end of the fifth WAYWO. I figure I might as well post some work-in-progress screens of the elusive project I've mentioned in passing on here a couple of times.[/QUOTE] Looks great so far, whatever it is.
I would definitely show something, but a screenshot of code just does not make sense.
[QUOTE=Eleventeen;19000871]Is there some kind of simple.wikipedia.org entry for that?[/QUOTE] You'll never be a programmer with that attitude. I'm sure everyone here agrees that you're an ignorant little shit. Knock off the attitude and listen to the great advice people are giving you.
[QUOTE=databee;19003332]You'll never be a programmer with that attitude. I'm sure everyone here agrees that you're an ignorant little shit. Knock off the attitude and listen to the great advice people are giving you.[/QUOTE] wat
[QUOTE=Eleventeen;19003946]wat[/QUOTE] I still suggest you RTFM, which I provided links for earlier. Sure, they're 400 pages. No, nobody said that programming was a mountain of tits. Seriously, RTFM is probably the simplest and best advice I could ever hope to give someone.
i just want to know what you mean in english
Jesus it's almost the end of this WAYWOT, I don't think I've posted anything in this thread. I gotta get my arse into gear.
That was fast, we still have 13 posts left. Going to podt some more in the new WAYWO.
[QUOTE=Eleventeen;19005634]i just want to know what you mean in english[/QUOTE] English majors don't work with framebuffers. They analyze and jerk off over Shakespearean sonnets. If you want something in plain english, then you're in the wrong business.
[QUOTE=Cathbadh;19006530]English majors don't work with framebuffers. They analyze and jerk off over Shakespearean sonnets. If you want something in plain english, then you're in the wrong business.[/QUOTE] jeez, okay, you coulve just said that
[QUOTE=Eleventeen;19006697]jeez, okay, you coulve just said that[/QUOTE] I'm sure he would be more partial to helping you and explaining it further if you didn't shitpost all over the forum, and reply to his post with: wat
We need more moderators in this section. (Btw, i dont think you should backseat mod)
[QUOTE=Cathbadh;18997537]Results I am much happier with. Notice that the raised lettering on the face in shadow no longer is lit. [img_thumb]http://img35.imageshack.us/img35/7906/screenshotsm3.jpg[/img_thumb] Doing stacked shadowmaps seems like a good idea. You can see aliasing going on in the shadows in the background, and keeping the texture-lookup always using the min filter seems like a good idea to make sure shadows are soft. [editline]06:35PM[/editline] That was like the first thing I did, but it looked like garbage. What you see above discards the very incidental faces from the shadowbuffer, and it effectively got rid of the shadow banding effect from before.[/QUOTE] Wouldn't it be easier to see what looks good when you're rendering an actual scene? Rather than a few objects with some of the smallest textures i've ever seen
[QUOTE=Wipmuck;19006778]We need more moderators in this section. (Btw, i dont think you should backseat mod)[/QUOTE] Yea, I will definitely apply as Section moderator for H&S when I have the opportunity. We have far too few moderators here. I think only garry and vnl actually visit the programming forum.
Were so close to the end, I'll get the highlights in for the next thread.
[QUOTE=Pj The Dj;19006804]Wouldn't it be easier to see what looks good when you're rendering an actual scene? Rather than a few objects with some of the smallest textures i've ever seen[/QUOTE] Stop yer bitching. If this were anything other than a tech demo, then [i]perhaps[/i]. It's mostly a matter of getting good content created. It's not that the textures are small, they are just poorly mapped. I just had it generate texture coordinates based on a cylindrical projection.
[QUOTE=Robber;19006806]Yea, I will definitely apply as Section moderator for H&S when I have the opportunity. We have far too few moderators here. I think only garry and vnl actually visit the programming forum.[/QUOTE] I'll vote for you.
Has anyone used/ is familiar with SFML Shapes? When I use them they always have weird X,Y Positions. Is there something I should be doing? For instance i create an sf::Shape::Rectangle at 300,300. Well SFML thinks it's still 0,0 and when you go to move that rectangle it starts going into the negatives. I even tried setting the shapes position directly to 300,300 , but it goes offscreen.... Does it have something to do with screen coordinates or?
[QUOTE=Cathbadh;19006867]Stop yer bitching. If this were anything other than a tech demo, then [i]perhaps[/i]. It's mostly a matter of getting good content created. It's not that the textures are small, they are just poorly mapped. I just had it generate texture coordinates based on a cylindrical projection.[/QUOTE] I'm not bitching i'm trying to help.
[QUOTE=efeX;19007060]Has anyone used/ is familiar with SFML Shapes? When I use them they always have weird X,Y Positions. Is there something I should be doing? For instance i create an sf::Shape::Rectangle at 300,300. Well SFML thinks it's still 0,0 and when you go to move that rectangle it starts going into the negatives. I even tried setting the shapes position directly to 300,300 , but it goes offscreen.... Does it have something to do with screen coordinates or?[/QUOTE] The local origin of the rectangle might not be where you think it is. As far as I know the screen coordinates start from the upper left corner in SFML.
Yes, but if it asks for 2 vectors (4 points) shouldn't the position be where i have those points?
[cpp] m_Box = sf::Shape::Rectangle(0.0f, 0.0f, SizeW, SizeH, bgcol, outline, bordercol); m_Box.SetCenter(SizeW/2, SizeH/2); m_Box.SetPosition(x,y); [/cpp] I did it like that, the two first coordinates probably will put the origin somewhere and I probably could've done it like this also: [cpp] sf::Shape::Rectangle(-SizeW/2, -SizeH/2, SizeW/2, SizeH/2, bgcol, outline, bordercol); [/cpp] To set the origin at the center of the box, but I'm not sure.
[QUOTE=efeX;19007437]Yes, but if it asks for [B]2 vectors (4 points)[/B] shouldn't the position be where i have those points?[/QUOTE] What on earth do you mean by that. In SFML a vector is a point. Show me your code. For rectangles the first vector (sfml uses the vector class for points) is the top left point, the second is the bottom right point.
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