[QUOTE=cartman300;45694485][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]
So your shaders still didn't compile and while attempting to fix them I found the problem. By default, your application runs on my integrated Intel card which is useless. When I force it through the nVidia one it works like a charm. You might want to look into somehow telling the OS which to use. I have no idea how that's done.
[QUOTE=cartman300;45688847]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]
I had the same problem with my engine... I commented out the code for generating mipmaps and no textures showed up ... i checked if they actually load and well they did... but they weren't sent to the shaders...
[QUOTE=Darwin226;45696526]So your shaders still didn't compile and while attempting to fix them I found the problem. By default, your application runs on my integrated Intel card which is useless. When I force it through the nVidia one it works like a charm. You might want to look into somehow telling the OS which to use. I have no idea how that's done.[/QUOTE]
This makes me wonder how exactly he's done his initialisation, from what I remember it takes more effort to make it use an inactive graphics adapter than it is to use the currently active one.
its windows... it uses your intel HD some number by default...
if you want your programms to run on your real GPU you have to tell nVidia's driver to do so... its nvidas optimus stuff...
It's kinda strange that adobes PDF reader actually used the real GPU by default instead of the intel HD chips ... as laptop user that shit eats your battery really fast...
Are there still any C# open source projects like that rogue game everyone was working on?
It would be nice to have something to contribute to.
[QUOTE=Darwin226;45696526]By default, your application runs on my integrated Intel card which is useless. When I force it through the nVidia one it works like a charm. You might want to look into somehow telling the OS which to use. I have no idea how that's done.[/QUOTE]
I'm pretty sure Minecraft used to have that exact problem, so maybe he's just going for authenticity. :v:
[QUOTE=Z_guy;45697315]I'm pretty sure Minecraft used to have that exact problem, so maybe he's just going for authenticity. :v:[/QUOTE]
[QUOTE=Cartman300's Game]Not motherf*cking Minecraft[/QUOTE]
[QUOTE=Darwin226;45696526]So your shaders still didn't compile and while attempting to fix them I found the problem. By default, your application runs on my integrated Intel card which is useless. When I force it through the nVidia one it works like a charm. You might want to look into somehow telling the OS which to use. I have no idea how that's done.[/QUOTE]
I have had the same issue in the past. This is how to do it in C(++);
[code]
extern "C" {
_declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
}[/code]
I don't know how to do this same thing in C#, but it would probably be possible.
[QUOTE=Natrox;45697737]I have had the same issue in the past. This is how to do it in C(++);
[code]
extern "C" {
_declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
}[/code]
I don't know how to do this same thing in C#, but it would probably be possible.[/QUOTE]
where should we call that extern C part ?
Edit: never mind found it...
if you use mingw it's actually __declspec (2 x _). I placed it in the main.cpp and you had to include windows.h obviously ...
[QUOTE=NovembrDobby;45689895]icospheres!
[vid]http://webm.zone/i/1rZ.webm[/vid][/QUOTE]
What's the encoding on this? For some reason my browser doesn't play it.
[QUOTE=Tamschi;45698154]What's the encoding on this? For some reason my browser doesn't play it.[/QUOTE]
same here... FF fails but chrome plays.
[QUOTE=Pappschachtel;45698025]where should we call that extern C part ?
Edit: never mind found it...
if you use mingw it's actually __declspec (2 x _). I placed it in the main.cpp and you had to include windows.h obviously ...[/QUOTE]
You can substitute DWORD with uint32_t, which requires the inclusion of stdint.h instead of Windows.h.
[QUOTE=Natrox;45698277]You can substitute DWORD with uint32_t, which requires the inclusion of stdint.h instead of Windows.h.[/QUOTE]
i think it doesn't even matter if i include windows.h in the main.cpp as long as i avoid it everywhere else to keep it platform independent... i am not even sure if there is nvidia optimus on linux and so on...
We app store now
[img]https://scontent-b-fra.xx.fbcdn.net/hphotos-xap1/t1.0-9/p180x540/10580130_743021759094502_8442061425187748728_n.jpg[/img]
[url]https://itunes.apple.com/gb/app/id868106887?mt=8[/url]
Android coming real soon
Nailed 4/4 of DarkEden's sprite formats.
[t]http://i.imgur.com/onVztWg.png[/t]
Well... almost nailed it. Now back to troubleshooting colors. Sigh. :suicide:
Made a [URL="https://github.com/cartman300/NotFuckingMinecraft"]Git repository[/URL] for the voxel engine. Just contribute any of your ideas if you like.
[QUOTE=cartman300;45698848]Made a [URL="https://github.com/cartman300/NotFuckingMinecraft"]Git repository[/URL] for the voxel engine. Just contribute any of your ideas if you like.[/QUOTE]
[URL="https://github.com/cartman300/NotFuckingMinecraft/blob/master/WorldPORTAL/Textures/Texture.cs#L197"]Bad idea.[/URL] The GC is threaded so this will usually error.
[URL="https://bitbucket.org/Tamschi/ootk/src/e7f709471829baacb11912d32b7947bf878c95ad/Texture.cs?at=default#cl-247"]Here's a better solution.[/URL]
[editline]15th August 2014[/editline]
On that note: It would be really cool to get contributions on OOTK.
The goal is to make everything object oriented, validated (in debug mode only) and GC friendly, while keeping the original interface available.
It's a fairly thin wrapper, throwing [I]Exception[/I] is temporary though until I get around to making specific ones.
[QUOTE=Handsome Matt;45699012]Why's the game published under Channel 4? Wat.[/QUOTE]
Channel 4 is our publisher. We got 25k from them and a publishing deal from winning Dare to be Digital in Scotland.
It comes with a lot of benefits including free TV commercials.
[QUOTE=Tamschi;45698154]What's the encoding on this? For some reason my browser doesn't play it.[/QUOTE]
Edited - how about now?
[QUOTE=Dr. Evilcop;45691994]I just don't even understand why it's a required prerequisite to programming classes.[/QUOTE]
They tried to make me take A+ prep as a prereq. sooooo
Lol what, i run github for windows to commit my code and it says it commited it but when i go to my repo there's just half of the stuff.
[QUOTE=cartman300;45700063]Lol what, i run github for windows to commit my code and it says it commited it but when i go to my repo there's just half of the stuff.[/QUOTE]
Don't use github for windows. Just use git.
[QUOTE=Lumaio;45700103]Don't use github for windows. Just use git.[/QUOTE]
I'll continue using github for windows. :v:
It's just i was using terribly outdated version because my launcher broke so i had a bookmark with github-windows:// but now i uninstalled it and i'm installing newest version.
[QUOTE=cartman300;45700126]I'll continue using github for windows. :v:
It's just i was using terribly outdated version because my launcher broke so i had a bookmark with github-windows:// but now i uninstalled it and i'm installing newest version.[/QUOTE]
Your funeral.
Github for windows has never worked properly for me. Random crashes, doesn't sign in, doesn't sync with the repo, etc.
[editline]15th August 2014[/editline]
In other news, my isp finally unblocked the http port :v:
[QUOTE=AtomiCal;45699226]Channel 4 is our publisher. We got 25k from them and a publishing deal from winning Dare to be Digital in Scotland.
It comes with a lot of benefits including free TV commercials.[/QUOTE]
Are you working with ChestyMcGee? He won money from Channel 4 too
[QUOTE=Lumaio;45700165]Your funeral.
Github for windows has never worked properly for me. Random crashes, doesn't sign in, doesn't sync with the repo, etc.
[editline]15th August 2014[/editline]
In other news, my isp finally unblocked the http port :v:[/QUOTE]
I had some issues with it too - TortoiseGit is a nice GUI alternative if you don't want to use command line
It works perfectly for me.
[QUOTE=sambooo;45700204]Are you working with ChestyMcGee? He won money form Channel 4 too[/QUOTE]
Fucking awesome :D, and congrats to ChestyMcGee.
We're last years winners of protoplay. It's fun to see that the Channel 4 money goes to a facepuncher this year as well.
Win streak.
Obligatory "use Mercurial" post.
Oh you got to be kidding me, after i changed what Tamschi suggested and commited the changes i thought Github for windows didn't commit my changes fully only to realize Visual Studio actually doesn't (well it didn't, it does now) move the files when you drag from folder A to B in C# but it copies them leaving an useless copy. I just wasted like 4 hours trying to fix it, i even deleted old repo and made a new one...
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