[QUOTE=Overv;37254872](which has repeatedly happened in the past, e.g. with tesselation).[/QUOTE]
Can you link to that extension spec?
[QUOTE=calzoneman;37244747]That text looks oddly over-antialiased, is that a result of your video processing software or does it look like that for you?[/QUOTE]
Hey thanks for mentioning this, I looked into it and found that setting the texture filter to GL_NEAREST made it look much better, but something was still wrong... It was still rendering all wonky.
After messing with how the mesh was generated for an hour or so, I found aligning all verticies to exact pixels fixed some of the problem, but it still looked beat up for some reason...
Finally, several hours later, I found out I had to force the window size to be an even number (still not sure why, but it works), and now I have crystal-clear text rendering!
[img]http://bit.ly/TFw5ZK[/img]
[QUOTE=Overv;37254872]OpenGL may be less oriented because it's not controlled by a single party, but this also means that it can get new features faster through its extension mechanism (which has repeatedly happened in the past, e.g. with tesselation).
Having said that, neither of the specifications should be slower than the other in theory, because in the end they're both just wrappers hardware specific interfacing.[/QUOTE]
There have been quite a few vendor specific extensions to Direct3D too, such as the "ATI tesselation SDK" for Direct3D 9 (which I believe was available at roughly the same time as the early OpenGL extension you're referring to).
I also don't believe OpenGL is badly documented at all, there's a huge amount of info on opengl.org. The DirectX SDK does come with lots of advanced examples that build out the box though at least. Somebody should make a website listing graphics driver specific quirks though, been hit by those many times in OpenGL and Direct3D.
[QUOTE=esalaka;37254337]Yeah, but for the comparison to be fair you'd have to also include OpenCL/CUDA, some freetype wrapper (for instance) and an audio library (like OpenAL, which isn't actually open)[/QUOTE]
I thought OpenCL was part of the current version of OpenGL...?
[QUOTE=Overv;37254872]Every function is [URL="http://www.opengl.org/sdk/docs/man4/"]properly documented [/URL] and all extensions have a document describing each function and constant, I don't see what you mean by a lack of documentation.
OpenGL may be less oriented because it's not controlled by a single party, but this also means that it can get new features faster through its extension mechanism (which has repeatedly happened in the past, e.g. with tesselation).
Having said that, neither of the specifications should be slower than the other in theory, because in the end they're both just wrappers hardware specific interfacing.[/QUOTE]
By slow I mean the version number increasing/the development of the actual api. Extensions are pretty neat, but those are also vendor specific and some even carried copyrights. And by documentation I was referring to more high-level stuff like the content that's on open.gl and docs for extensions(even still, documentation is more of a personal preference than anything).
[QUOTE=Foda;37256266]I thought OpenCL was part of the current version of OpenGL...?
By slow I mean the version number increasing/the development of the actual api. Extensions are pretty neat, but those are also vendor specific and some even carried copyrights. And by documentation I was referring to more high-level stuff like the content that's on open.gl and docs for extensions(even still, documentation is more of a personal preference than anything).[/QUOTE]
Once you learn how to use OpenGL, you'll probably only want references, for which OpenGL has quite a lot of.
Also, have you actually looked at all of the extensions your graphics drivers support?
[QUOTE=Maurice;37254521][img]http://i.imgur.com/9zElW.jpg[/img][/QUOTE]
those guys are all very similar
[QUOTE=Foda;37256266]By slow I mean the version number increasing/the development of the actual api.[/QUOTE]
The API is actually developed through extensions. The new versions tend to be old versions with few extensions made core, plus possibly some additional functionality unrelated to extensions.
For people going to gamescon, stop by the Natural Selection 2 booth and ask to be in NS2HD
I'm currently working on my game. I want to create an inovative 2D Beat'em'up.
For this, I'm trying to add some basic physics and collisions to it.
[vid]http://pictures.monky-town.de/Game1.webm[/vid]
Well... I still have much to improve. :v:
[QUOTE=Naelstrom;37250041]For the windowsXP, can you paste me the log.txt? I'm guessing you don't support glsl 3.30 which I wrote my shaders in. I plan to support older opengl's in the future.
If not the log should reveal to me what's wrong.[/QUOTE]
I'm using windows 7, but on a craptop. It crashes instantly, here's the log:
[code]LUA INFO: Scanning config for lua files...
RENDER INFO: OpenGL
RENDER INFO: Vendor: Intel
RENDER INFO: Version: 2.1.0 - Build 8.15.10.2302
RENDER INFO: Renderer: Mobile Intel(R) 4 Series Express Chipset Family
SIGNAL ERRO: Recieved signal SIGSEGV: please use valgrind to get some debug info and send bug reports![/code]
[editline]15th August 2012[/editline]
I'm going to try changing all the #versions to 210
[QUOTE=ZenX2;37258039]I'm using windows 7, but on a craptop. It crashes instantly, here's the log:
[code]LUA INFO: Scanning config for lua files...
RENDER INFO: OpenGL
RENDER INFO: Vendor: Intel
RENDER INFO: Version: 2.1.0 - Build 8.15.10.2302
RENDER INFO: Renderer: Mobile Intel(R) 4 Series Express Chipset Family
SIGNAL ERRO: Recieved signal SIGSEGV: please use valgrind to get some debug info and send bug reports![/code]
[editline]15th August 2012[/editline]
I'm going to try changing all the #versions to 210[/QUOTE]
It doesn't work that way.
OpenGL version 2.1 has GLSL version 1.2.
In any case, here's some skybox!
[img_thumb]http://i.imgur.com/RzWPk.jpg[/img_thumb]
Honestly I don't know why I had the slightest expectation of that working
I'm just wondering, how many of you do research and development before starting a game/engine? Or do you just dive right in?
[QUOTE=Matt-;37258292]I'm just wondering, how many of you do research and development before starting a game/engine? Or do you just dive right in?[/QUOTE]
Dive right in...
...Thats why they always fail
Fail is good though, it's impossible to design something perfect first try, failing at something helps you improve it next time.
[QUOTE=Matt-;37258292]I'm just wondering, how many of you do research and development before starting a game/engine? Or do you just dive right in?[/QUOTE]
A bit of both.
I spent my entire last summer getting into the math behind it. Such as matrices, quaternions, 3D vectors and all that jazz while also developing a simple OpenGL app entirely from the ground up using opengl32.lib + gl.h and the Win32 API. It gave me quite an insight into how much libraries such as GLEW and GLFW actually does behind the scenes.
But with this I'm just diving head first into it, figuring out stuff as I go along. I do have a good friend who's really good at the graphical side of things, so he knows how the various things such as lighting and shadowing is 'done', but I actually convert it into code. It's great. :)
[QUOTE=danharibo;37256371]Once you learn how to use OpenGL, you'll probably only want references, for which OpenGL has quite a lot of.
Also, have you actually looked at all of the extensions your graphics drivers support?[/QUOTE]
I have a bit, but nothing really in-depth. I'll be taking a class this fall that only uses opengl, so I'll be learning more about how that stuff works then.
[QUOTE=Matt-;37258292]I'm just wondering, how many of you do research and development before starting a game/engine? Or do you just dive right in?[/QUOTE]
Ten minutes spent in prep-work/R&D/RTFMing/what have you accomplishes as much in my experience as an hour of diving right in.
Whenever I fail to do this, I end up spending more time later having to fix my mistakes and ultimately having to backtrack over everything I thought I was accomplishing.
In programming as in woodworking, I find the maxim still holds; "Measure twice, cut once".
[QUOTE=ZenX2;37258039]I'm using windows 7, but on a craptop. It crashes instantly, here's the log:
[code]LUA INFO: Scanning config for lua files...
RENDER INFO: OpenGL
RENDER INFO: Vendor: Intel
RENDER INFO: Version: 2.1.0 - Build 8.15.10.2302
RENDER INFO: Renderer: Mobile Intel(R) 4 Series Express Chipset Family
SIGNAL ERRO: Recieved signal SIGSEGV: please use valgrind to get some debug info and send bug reports![/code]
[editline]15th August 2012[/editline]
I'm going to try changing all the #versions to 210[/QUOTE]
I didn't feel like so many people would be so far behind on OGL versions...
Making it compatible with old hardware/drivers is my next priority; I promise!
[editline]15th August 2012[/editline]
[QUOTE=Matt-;37258292]I'm just wondering, how many of you do research and development before starting a game/engine? Or do you just dive right in?[/QUOTE]
What really helps is studying already existing engines. Learning how to keep your project organized so it's easy to add features is a must.
You can always study my engine design; I like it a lot, but then again I made it so... :v:
[url]https://github.com/naelstrof/Astrostruct[/url]
It has docs for most of it too here: [url]http://farmpolice.com/astrostruct/[/url] but I don't update it often.
-snip-
[img]http://i.imgur.com/qlUhg.png[/img]
Cleaned up the code a bit and completely redid variables to conform to ECMA-55.
This shit is all turning out rather more complicated than I was expecting it to be. I dread the numeric operators.
[img]http://i.imgur.com/tMPUz.png[/img]
wow a 2d image on top of a 2d image how remarkably intredasting
it took me 9 hours
[QUOTE=Richy19;37257358]For people going to gamescon, stop by the Natural Selection 2 booth and ask to be in NS2HD[/QUOTE]
[video=youtube;fMhPNiGMqwE]http://www.youtube.com/watch?v=fMhPNiGMqwE[/video]
Just wondering, would anybody use a C++ localization library if I released it? It's mainly just a wrapper around Boost.Locale, but fixes a few major design flaws, and adds some things to CMake for easy translation using Gettext.
Basically all this is have to do to get translations in your program:
[cpp]// Detect the user's locale, and then read translations from "lang/en.mo" or "lang/fr.mo", etc.
// You can also load a custom translation by changing the $LC_MESSAGES environmental variable, meaning you can have non-locale translations.
setupLocale("myapp", "lang", "{1}/{2}.mo");
// Get a UTF-8 translated string for "Test". (Can be changed to output UTF-16 or whatever, but hardcoded to use UTF-8 since it's not a library.)
std::cout << translate("Test") << std::endl;[/cpp]
And you add this code in CMake that copies language files in the repo to the build directory, updates them, then compiles them each build.
[code]# ---------- GETTEXT
find_program(XGETTEXT_EXECUTABLE xgettext)
find_program(MSGMERGE_EXECUTABLE msgmerge)
find_program(MSGFMT_EXECUTABLE msgfmt)
set(stockDir "${CMAKE_CURRENT_SOURCE_DIR}/lang") # Translations that come with the repo.
set(langDir "${CMAKE_CURRENT_BINARY_DIR}/trans") # The build folder to put translatable files.
set(outDir "${CMAKE_CURRENT_BINARY_DIR}/lang") # The binary path to put compiled translations in.
set(gettextScript "${CMAKE_SOURCE_DIR}/cmake/gettext.cmake")
add_custom_target("lang"
COMMAND ${CMAKE_COMMAND} "-P" ${gettextScript}
"single" # Will put things in ${outDir}/TRANSLATION.mo .
"myapp"
${CMAKE_CURRENT_SOURCE_DIR}
${stockDir}
${langDir}
${outDir}
${XGETTEXT_EXECUTABLE}
${MSGMERGE_EXECUTABLE}
${MSGFMT_EXECUTABLE}
${source})
list(APPEND makeCleanFiles ${outDir})[/code]
It also supports the standard Gettext layout, but I enjoy having things in "lang/TRANSLATION.mo" rather than "lang/TRANSLATION/LC_MESSAGES/myapp.mo", which Boost.Locale forces.
I don't know, I'm just wondering if it'd interest anybody. It provides other nifty tricks like the ability to get which translation a locale is using, and forces the use of ICU rather than other backends.
I made a bot for minecraft that automatically places/destroys easy one hit break type blocks when I hold down a key.
It also interacts with doors, buttons, levers etc but that's not automatic right now and still a wip.
[media][URL]http://www.youtube.com/watch?v=UaQIIOfiPDE[/URL][/media]
It works fine on non regular terrain too, I was just in a flat map.
[img]http://niggaupload.com/images/ve5Q1.gif[/img]
farmings rly hard
[QUOTE=Lexic;37261255][img]http://i.imgur.com/qlUhg.png[/img]
Cleaned up the code a bit and completely redid variables to conform to ECMA-55.
This shit is all turning out rather more complicated than I was expecting it to be. I dread the numeric operators.[/QUOTE]
that's because you're parsing with regex....
Finally got it to compile Naelstrom/Naelstrof...
[IMG]https://dl.dropbox.com/u/95785669/ImageDump/success.png[/IMG]
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