My New Years resolution: Post another thing that's highlight worthy.
[img]http://i.imgur.com/VbiYI.png[/img]
I feel I'm spamming slightly :v:
Onwards!
[QUOTE=r0b0tsquid;33999734][img]http://i.imgur.com/VbiYI.png[/img]
I feel I'm spamming slightly :v:
Onwards![/QUOTE]
In that case, you aren't spamming enough.
Shaders in SFML are well easy
[img]http://i.imgur.com/vvLin.gif[/img]
I've never understood how you can take information from the program and pass it on to shaders due to the whole HLSL/GLSL deal being its own language. Is this even possible, or am I misled or something?
[QUOTE=bobthe2lol;33998829]Woo!!
[code]snip[/code]
Yay!
I had problems in the past with it resolving the variables where it shouldn't, as in:
[code]snip[/code]
But I fixed it, and now it works!
Edit:
I'm coming for you, robotsquid[/QUOTE]
Are you parsing the strings directly? As in, if you put a space, newline etc. between "x" and "=", would it still parse correctly? If it does, is that because you're manually skipping over the spaces or because you're doing some form of tokenization? One of the things that made my life a lot easier with the VB6 grapher was breaking strings down into tokens (IDs, Numbers and whatnot) before I began parsing :)
[QUOTE=supersnail11;33998994]See this button?
[img]http://i.imgur.com/Gmyad.png[/img]
Use it.[/QUOTE]
I'm well aware of that, just didn't want to quote the entire wall of text for such a small question.
Automerge!
[QUOTE=r0b0tsquid;33999734][img]http://i.imgur.com/VbiYI.png[/img]
I feel I'm spamming slightly :v:
Onwards![/QUOTE]
Why the double end on the sixth line?
[QUOTE=amcfaggot;33999809]I've never understood how you can take information from the program and pass it on to shaders due to the whole HLSL/GLSL deal being its own language. Is this even possible, or am I misled or something?[/QUOTE]
You use OpenGL to give your video card the data, pre-compile - it gives you a handle, which is actually an integer that refers internally to the data's location and other attributes. At (shader) compile time, you tell OpenGL to link that handle to a uniform variable name, which makes it accessible to the shader. Or something.
[QUOTE=amcfaggot;33999809]I've never understood how you can take information from the program and pass it on to shaders due to the whole HLSL/GLSL deal being its own language. Is this even possible, or am I misled or something?[/QUOTE]
In opengl it's:
Make buffer, fill buffer with data (uploads to GPU), bind buffer to a "uniform" or "attribute", use in GLSL.
Uniforms are variables that are common to all the rendered vertices in one draw call and attributes are variables specific for each vertex.
A uniform is objects rotation, scale, translation while the attributes are the mesh data (position of each vertex, it's tex coords...)
The theory behind it is simple but actually using it in code is a bitch. Or maybe I just suck at programming...
[QUOTE=Darkwater124;33999876]Why the double end on the sixth line?[/QUOTE]
Bugger, wrong picture. That was when I'd noticed that the jumptable that the parser builds as it goes along was referring to the token after the one it was supposed to, I put the second end in to see what would happen. The bug's fixed now, I uploaded the wrong screenshot. Sorry :S
[QUOTE=Darwin226;33999888]The theory behind it is simple but actually using it in code is a bitch. Or maybe I just suck at programming...[/QUOTE]
That's why you write some sort of abstraction over OpenGL, so that you don't have to deal directly with OpenGL after initially setting it up.
[QUOTE=robmaister12;33999983]That's why you write some sort of abstraction over OpenGL, so that you don't have to deal directly with OpenGL after initially setting it up.[/QUOTE]
You can write a good abstraction layer for your usage of OpenGL, but it will never be as elegant in its flexibility as the original API. As soon as you start writing abstraction over it, you begin discarding functionality.
[QUOTE=Overv;34000100]You can write a good abstraction layer for your usage of OpenGL, but it will never be as elegant in its flexibility as the original API. As soon as you start writing abstraction over it, you begin discarding functionality.[/QUOTE]
Which is exactly why you need to know what functionality you can discard! For example, if you've decided you'll only bind a certain kind of textures ever, you can write a class for that kind of a texture and ignore all other texture types.
Or something!
[QUOTE=synthiac;33999790]ida pro wouldn't have trouble handling something like that.
and maybe even ollydbg but i forgot how it's analyzer works.[/QUOTE]
except that is ollydbg
[vid]http://j.mp/v3MxQo[/vid]
The only reason I'm so proud of this is that I didn't use any helper libraries. Which was surprisingly easy.
Goodbye glew and glfw!
Wow. Thanks for the quick replies on the OpenGL stuff, guys. Today I've learned new things.
I'm going to repost this because I posted it on the second to last page of the last thread.
[img]http://i.imgur.com/WglDF.png[/img]
[URL="http://blogcake.x10.mx/wordpress/2011/12/skyrim-music-converter/"]Skyrim Music Converter[/URL]
Batch converts all those pesky xWMA files to wav format.
[editline]1st January 2012[/editline]
[QUOTE=miceiken;33999840]didn't want to quote the entire wall of text for such a small question.[/QUOTE]
Then edit the quoted post.
Or replace it with :words:
But it's easier to find the post that you were replying to if you use the reply button.
[QUOTE=amcfaggot;34000320]Wow. Thanks for the quick replies on the OpenGL stuff, guys. Today I've learned new things.[/QUOTE]
I guess it's because people that actually manage to push through with learning non-deprecated OpenGL are proud of that achievement.
[QUOTE=supersnail11;34000525]I'm going to repost this because I posted it on the second to last page of the last thread.
[img]http://i.imgur.com/WglDF.png[/img]
[URL="http://blogcake.x10.mx/wordpress/2011/12/skyrim-music-converter/"]Skyrim Music Converter[/URL]
Batch converts all those pesky xWMA files to wav format.
[editline]1st January 2012[/editline]
Then edit the quoted post.
Or replace it with :words:
But it's easier to find the post that you were replying to if you use the reply button.[/QUOTE]
What visual style are you using?
Resource eating GUI with non-deprecated OpenGL: round two.
[img]http://dl.dropbox.com/u/23989104/OpenGL/gui_2.png[/img]
Turns out I fucked up resizing (used parent's size as base but it wasn't even resized itself yet) and color setting.. well, next time I know better when trying to set a color with a single value and four bit shifts.
[QUOTE=horsedrowner;34000781]What visual style are you using?[/QUOTE]
The program uses the default one, but I'm using the Dusk version of the [url=http://solmiler.deviantart.com/art/Glass-Onion-for-W7-202355689?q=boost%3Apopular%20in%3Acustomization%2Fskins%20Dusk&qo=0]Glass Onion[/url] theme.
I think that if you want to learn how to write non-deprecated OpenGL, the WebGL tutorials are your best option right now. They teach the "more advanced" OpenGL concepts, but are still aimed at newbies unlike all those other guides.
[QUOTE=Overv;34000960]I think that if you want to learn how to write non-deprecated OpenGL, the WebGL tutorials are your best option right now. They teach the "more advanced" OpenGL concepts, but are still aimed at newbies unlike all those other guides.[/QUOTE]
[quote=Darwin226]
There's an obvious open.gl joke here but I feel it's starting to get annoying.
[/quote]
[QUOTE=synthiac;33999790]ida pro wouldn't have trouble handling something like that.
and maybe even ollydbg but i forgot how it's analyzer works.[/QUOTE]
Even ollys analyzer cuts the code at some point without stepping, same goes to IDA, its not any better really
[img]http://dl.dropbox.com/u/29407915/ida_nope.png[/img]
Wasnt that hard to break analyses like that
[img]http://i.imgur.com/sAuYD.png[/img]
:D
Much neater than in VB6 as well - in C++, I can just throw the return value and catch it in the function call, instead of having global variables spewing everywhere :)
[QUOTE=supersnail11;34001001]-quote-[/QUOTE]
Oh yea! I'm a meme!
[editline]1st January 2012[/editline]
[QUOTE=r0b0tsquid;34001149][img]http://i.imgur.com/sAuYD.png[/img]
:D
Much neater than in VB6 as well - in C++, I can just throw the return value and catch it in the function call, instead of having global variables spewing everywhere :)[/QUOTE]
Why not just return the value?
[URL="http://www.cplusplus.com/doc/tutorial/structures/"]Structures[/URL], use them.
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