After one month to the day of giving up on trying to figure out why my stencil buffer wasn't doing anything I found out that sfml sets the stencil buffer to 0 bits by default. Finally the cat has a non broken reflection.
[t]http://i.imgur.com/AHouOTs.png[/t]
[QUOTE=cartman300;45685864]Anybody wanna test my voxel engine thing? Currently it does nothing besides generate a 24*24*16 world, there's no chunk frustum or line of sight testing so it might start to lag pretty soon.
[URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Download[/URL]
I wanna know if the shaders work fine and if it runs smoothly. On crash it should generate a txt dump with info.[/QUOTE]
[quote]
This fucking exception was not handled
System.Exception: Shader compilation failure in
Content/Shaders/screen.vert.glsl
ERROR: 0:8: 'Time' : syntax error syntax error
at WorldPORTAL.Shader..ctor(String Pth, String Src, ShaderType ST)
at WorldPORTAL.Renderer.OnLoad(EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at WorldPORTAL.Program.Main(String[] args)
[/quote]
Got shadows.
[t]http://i.imgur.com/QHssVCz.png[/t]
3/4 of DarkEden's sprites are now fully editable.
[editline]14th August 2014[/editline]
really pumped right now about making a fully featured map editor and maybe even remake the game :dance:
@Lumaio @proboardslol @Elizabwth
Oh god what the.. What graphics card do you have and what OpenGL version does it support?
About the grey screen, i think it's because it's running on an nVidia card and i can't really do anything because i don't have such a card. The screen framebuffer doesn't get rendered at all.
:suicide:
[QUOTE=cartman300;45688069]About the grey screen, i think it's because it's running on an nVidia card and i can't really do anything because i don't have such a card. The screen framebuffer doesn't get rendered at all.
[/QUOTE]
I have a nvidia gtx 570, gray screen too. This may be of help:
[quote]
NVIDIA's OpenGL driver has a known issue with using incomplete textures. If the texture is not texture complete, the FBO itself will be considered GL_FRAMEBUFFER_UNSUPPORTED​, or will have GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT​. This is a driver bug, as the OpenGL specification does not allow implementations to return either of these values simply because a texture is not yet complete. Until this is resolved in NVIDIA's drivers, it is advised to make sure that all textures have mipmap levels, and that all glTexParameteri​ values are properly set up for the format of the texture. For example, integral textures are not complete if the mag and min filters have any LINEAR fields.
[/quote]
I'm running on Integrated Intel HD 2500. :suicide:
[editline]14th August 2014[/editline]
With OpenGL 4.0 support.
good luck to anyone getting exam results today!
[QUOTE=Goz3rr;45688280]I have a nvidia gtx 570, gray screen too. This may be of help:
[QUOTE]
NVIDIA's OpenGL driver has a known issue with using incomplete textures. If the texture is not texture complete, the FBO itself will be considered GL_FRAMEBUFFER_UNSUPPORTED​, or will have GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT​. This is a driver bug, as the OpenGL specification does not allow implementations to return either of these values simply because a texture is not yet complete. Until this is resolved in NVIDIA's drivers, it is advised to make sure that all textures have mipmap levels, and that all glTexParameteri​ values are properly set up for the format of the texture. For example, integral textures are not complete if the mag and min filters have any LINEAR fields.
[/QUOTE]
[/QUOTE]
But if the FBO is considered anything else than GL_FRAMEBUFFER_COMPLETE there would be an exception thrown, i'm checking for GL errors. I don't have a single idea why it doesn't work. Gonna check mom's computer, hopefully it doesn't work there.
[QUOTE=cartman300;45685864]Anybody wanna test my voxel engine thing? Currently it does nothing besides generate a 24*24*16 world, there's no chunk frustum or line of sight testing so it might start to lag pretty soon.
[URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Download[/URL]
I wanna know if the shaders work fine and if it runs smoothly. On crash it should generate a txt dump with info.[/QUOTE]
Just a gray screen here as well.
(GTX 770)
[QUOTE=cartman300;45685864]On crash it should generate a txt dump with info.[/QUOTE]
I either get a gray screen (GTX 550 Ti) or this error:
[code]System.ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at System.Collections.Generic.List`1.ToArray()
at WorldPORTAL.Macroblock.Render()
at WorldPORTAL.World.Render()
at WorldPORTAL.Renderer.OnRenderFrame(FrameEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at WorldPORTAL.Program.Main(String[] args)[/code]
[QUOTE=cartman300;45685864]Anybody wanna test my voxel engine thing? Currently it does nothing besides generate a 24*24*16 world, there's no chunk frustum or line of sight testing so it might start to lag pretty soon.
[URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Download[/URL]
I wanna know if the shaders work fine and if it runs smoothly. On crash it should generate a txt dump with info.[/QUOTE]
I feel your pain with all these card-specific issues. I never managed to solve mine, good luck finding your bugs.
On a lighter note, works on my ATI 6950:
[IMG]https://dl.dropboxusercontent.com/u/10518681/Screenshots/2014-08-14_20-04-08.png[/IMG]
Here is my OpenGL info:
[IMG]https://dl.dropboxusercontent.com/u/10518681/Screenshots/2014-08-14_20-06-14.png[/IMG]
Hope that helps
[QUOTE=cartman300;45685864]Anybody wanna test my voxel engine thing? Currently it does nothing besides generate a 24*24*16 world, there's no chunk frustum or line of sight testing so it might start to lag pretty soon.
[URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Download[/URL]
I wanna know if the shaders work fine and if it runs smoothly. On crash it should generate a txt dump with info.[/QUOTE]
Getting a gray screen on dual GTX 770, no crashes tho.
[QUOTE=cartman300;45685864]Anybody wanna test my voxel engine thing? Currently it does nothing besides generate a 24*24*16 world, there's no chunk frustum or line of sight testing so it might start to lag pretty soon.
[URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Download[/URL]
I wanna know if the shaders work fine and if it runs smoothly. On crash it should generate a txt dump with info.[/QUOTE]
Ran, got grey screen ~50-60FPS on my GTX 760. Closed then ran it again, crashed with this info:
[code]
This fucking exception was not handled
System.ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at System.Collections.Generic.List`1.ToArray()
at WorldPORTAL.Macroblock.Render()
at WorldPORTAL.World.Render()
at WorldPORTAL.Renderer.OnRenderFrame(FrameEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at WorldPORTAL.Program.Main(String[] args)
[/code]
[QUOTE=cartman300;45688069]@Lumaio @proboardslol @Elizabwth
Oh god what the.. What graphics card do you have and what OpenGL version does it support?
About the grey screen, i think it's because it's running on an nVidia card and i can't really do anything because i don't have such a card. The screen framebuffer doesn't get rendered at all.
:suicide:[/QUOTE]
I have an Nvidia GTX 560.
[QUOTE]
This fucking exception was not handled System.ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at System.Collections.Generic.List`1.ToArray()
at WorldPORTAL.Macroblock.Render()
at WorldPORTAL.World.Render()
at WorldPORTAL.Renderer.OnRenderFrame(FrameEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at WorldPORTAL.Program.Main(String[] args)
[/QUOTE]
I'm running a NVIDIA GeForce 9400 GT with OpenGL 3 compatibility.
[B]Edited:[/B]
Found this while checking my OpenGL version, it might be useful, maybe not though.
[URL]https://developer.nvidia.com/opengl-driver[/URL]
[b]Edited(again):[/b]
Downloaded newest version, it's working good.
[URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Newest download[/URL] that should fix it on all graphics cards. I located the issue, it was the framebuffer, i should investigate a bit between the ATI and nVidia framebuffer differences in 3.3+. I am not sure why it doesn't work. Thanks to [URL="http://facepunch.com/member.php?u=646577"]Elizabwth[/URL] for testing.
[QUOTE=Proclivitas;45685592]Welcome to the college life. Go to junior college to waste two years of your life and then transfer to a UC and then actually start learning.[/QUOTE]
I just don't even understand why it's a required prerequisite to programming classes.
Running a GTX 680 driver version 337.88
Just started and looked around a little and it crashed with the following:
[CODE]This fucking exception was not handled
System.ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at System.Collections.Generic.List`1.ToArray()
at WorldPORTAL.Macroblock.Render()
at WorldPORTAL.World.Render()
at WorldPORTAL.Renderer.OnRenderFrame(FrameEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at WorldPORTAL.Program.Main(String[] args)[/CODE]
Started it again and it ran fine at around 60 fps.
Messing around a bit with the Mandelbrot Set
[vid]http://novaember.com/s/523076812.webm[/vid]
Finally started on the input. Left side will be movement, right side will control actions.
PC will be able to use a controller or keyboard, along with Android if LibGDX supports that.
[media]http://www.youtube.com/watch?v=1VvG0DTfkoQ[/media]
I hate bad touchscreen controls, so I'm going to spend a lot of time on them.
[QUOTE=chimitos;45693022]I hate bad touchscreen controls, so I'm going to spend a lot of time on them.[/QUOTE]
When you get it all done, have you considered open sourcing it for others to use? Seems like it would be incredibly useful.
[QUOTE=false prophet;45693466]When you get it all done, have you considered open sourcing it for others to use? Seems like it would be incredibly useful.[/QUOTE]
I don't see why not. I'll write a post on the final system when I get my website up.
[QUOTE=proboardslol;45684654]So for my College STEM Club I had to put together a quick presentation to demonstrate some aspect of computer science. Unfortunately I'm not even technically a freshman yet since school starts a week from now. I am simply a highschool graduate. This task fell upon me because the STEM club is 99% Engineers, 1 meteorologist, and 1 CS major (me). So I threw this together in FREEBASIC. The framerate is a lot better than the video makes it look like, but VLC can't record that fast I guess
[vid]http://webmup.com/TPD0e/vid.webm[/vid]
after that counter in the top left hits 0 the blocks randomize and the marios go back out to re-organize them. It's not exactly the most advanced demonstration of AI, but its concept I guess. Little robots that can make something out of chaos.
I'm also making a poster :D it's like being in Highschool again!
edit:
i'd love some suggestions about what I can do now. I basically stole the concept from the super mario 128 demo:
[/QUOTE]
Annandale or Loudoun?
[thumb]http://i.imgur.com/eZo04zo.png[/thumb]
Primitive block editing, Bresenham's line algorithm is really not the best choice to get blocks between A and B.
[QUOTE=chimitos;45693022]Finally started on the input. Left side will be movement, right side will control actions.
PC will be able to use a controller or keyboard, along with Android if LibGDX supports that.
[media]http://www.youtube.com/watch?v=1VvG0DTfkoQ[/media]
I hate bad touchscreen controls, so I'm going to spend a lot of time on them.[/QUOTE]
[I]Please[/I] add in the option for the joystick base (as in the grey circle the position is tested against) to be at a fixed spot. I can't tell you how much I hate that in mobile games.
Not sure if I'm just tired or fuck batch.
[code]for %%f in (*.obj) do LIB /DEF:%%f >> log.txt[/code]
generates empty lib files
[code]for %%f in (*.obj) do LIB /DEF: %%f >> log.txt[/code]
works fine
Improved the lighting, now working on taming the generation a bit.
[thumb]http://i.imgur.com/coudqOx.png[/thumb]
[QUOTE=cartman300;45691902][URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Newest download[/URL] that should fix it on all graphics cards. I located the issue, it was the framebuffer, i should investigate a bit between the ATI and nVidia framebuffer differences in 3.3+. I am not sure why it doesn't work. Thanks to [URL="http://facepunch.com/member.php?u=646577"]Elizabwth[/URL] for testing.[/QUOTE]
Seems to be fixed for me.
Not getting any crashes as well.
[IMG]https://dl.dropboxusercontent.com/u/64443729/FP/Naamloos.png[/IMG]
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