• What are you working on? V7
    2,001 replies, posted
[img]http://filebox.me/files/9ikkhf97b_Header.png[/img] [img]http://i33.tinypic.com/2d7wyyr.png[/img] [img]http://i45.tinypic.com/1zvbzbr.png[/img] [img]http://filebox.me/files/07ib7a6th_Highlights.png[/img] [QUOTE=MADmarine;19035474]I've been toying around with Ogre3D recently, I think things are turning out quite nice at the moment. Here's some freaky reptile men that I modelled hanging around the backlots of a city :P The compass you see is just a little HUD test thingy, it basically always points north. In first person I have it so that your head can be moved independently from the body, the green footsteps show where your body is facing. Third person camera: [img]http://filesmelt.com/downloader/ThirdPerson2.jpg[/img] Normal mapping: [img]http://filesmelt.com/downloader/NormalMapping2.jpg[/img] First person view (I can see my toes!): [img]http://filesmelt.com/downloader/FirstPerson2.jpg[/img] Pre-lit buildings: [img]http://filesmelt.com/downloader/3ds_max_objects2.jpg[/img][/QUOTE] [QUOTE=Mattz333;19008416]Updated my render code to have a nice little cone of view depending on where the player is (the moving box in this case). I had a small problem arise that I need to fix as well. [img]http://img705.imageshack.us/img705/4926/90948684.png[/img][/QUOTE] [QUOTE=Xerios3;19041308]Man, so little progress so many annoying/boring stuff to make >_< finished partially animation blending [img]http://i45.tinypic.com/2a7frqw.jpg[/img] [editline]12:44AM[/editline] Before you ask, yes, he can shoot with his sword.[/QUOTE] [QUOTE=Guru-guru;19065890]No update today but I am getting closer. Added snow map type and other map types. I have done a lot of back end improvements which has improved load times. Lot of small fixes like the bear attack animation. yep still working on it... [img]http://davidjokinen.com/GameAlpha11d.png[/img][/QUOTE] [QUOTE=r4nk_;19080105]content: [img]http://dl.dropbox.com/u/3589897/minicar1.png[/img] We are adding multiple views Progress is pretty slow as we don't have much motivation :frown:[/QUOTE] [QUOTE=Cathbadh;19083923]Another important milestone was reached today: Motionblur post-process effects! [img]http://img130.imageshack.us/img130/448/screenshotmb.jpg[/img] The method isn't as accurate as multiple interpolated passes, but the post-process effect is a lot cheaper and pretty convincing. The clip-space velocity of every point in the scene is recorded in a frame buffer and that is referenced by the post-process filter to smear samples from the color buffer around. [editline]05:29PM[/editline] glTexImage2D only works with the currently bound texture object. The framebuffer is a different thing, but you can have texture objects attached to the framebuffer via attachment points. The entire reason you use a framebuffer object is so you can do render-to-texture and not have to upload the image from system memory to the graphics card. With an FBO, you render the scene directly into one or more textures. That's how I do my post-process effects.[/QUOTE] [QUOTE=Guru-guru;19087309]No update yet. Here is a screen shot of the desert map. It is showing a lot of new things. Like being able to select multiple units.(mouse is not shown D:) [img]http://davidjokinen.com/GameAlpha11e.png[/img][/QUOTE] [QUOTE=dezek;19089527]It's not my fault, some alien dude stole my spacecamera. [img_thumb]http://facepalm.se/img/PlanetPlanet.png[/img_thumb] That area is supposed to be really big but that texture makes it feel smaller than my backyard so I'm gonna make it look better and add some more textures. The terrain is pretty smooth so I'm going to play around a little with the generation to get a more earthlike feeling. (Mountains, valleys, etc) There's also some strange artifacts from the atmosphere calculations I have to fix.[/QUOTE] [QUOTE=garry;19127115]Working on the lighting system. Got Point Light's doing their thing in the editor.. [img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Botch/22Dec2009_019.png[/img_thumb] [editline]05:38PM[/editline] And that light is in the table so it's kinda broke haha - only screenshot I'd took[/QUOTE] [QUOTE=CarlBooth;19155844][img]http://i47.tinypic.com/303fhjp.png[/img] [editline]09:16PM[/editline] You draw the "destruction" with the Mouse at the moment, as there are no weapons. [editline]09:17PM[/editline] Also: New Map :v: I stole the cheese from a Worms World Party screenshot and tiled it.[/QUOTE] [QUOTE=Namelezz!;19171039][img]http://www.cubeupload.com/files/290800gamepic.png[/img] The Arcane, Stealth & Power alpha version is now released! I've been working on this game a lot and you've probably seen it in previous "What are you working on" threads so this should be a nice surprise present. [url]http://www.namelezz.net/xmaspresent2009[/url][/QUOTE] [QUOTE=Maurice;19217041]Been working on something for about 30 minutes before abandoning it: ASCII Hero [img]http://filesmelt.com/downloader/ascii1.png[/img] Basically reads a track from a txt and makes it scroll to the left, you have to hit the O's by pressing the right frets and strumming. Like Guitar Hero. Those lower case o's (You can barely recognize them) are hammer-ons, and they actually work. If you miss a note, it also keeps going, while they disappear if you hit them. I also programmed beatlines and flexible design in; but I couldn't find something easily recognizable. [img]http://filesmelt.com/downloader/ascii23.png[/img] Worked surprisingly well for ASCII. [editline]bla[/editline] Here's a gif! It fucked up the timing a little. [img]http://filesmelt.com/downloader/asciihero1.gif[/img][/QUOTE] [QUOTE=NovembrDobby;19219272]I've been implementing an idea I had for a little game in XNA. [IMG]http://i46.tinypic.com/dylseo.png[/IMG] The player has to move into the middle of the 'structures' to remove them one by one, whilst each shape rotates and moves and stuff. It's hard to explain without a video but I can't really make one (on my netbook :v: (which incidentally is all I've used to develop it so far)) so I'll just upload the game so far instead. [IMG]http://i45.tinypic.com/2mri48y.png[/IMG] [url=http://www.filefront.com/15222353/Rotion.zip][img]http://i46.tinypic.com/30mpmhj.gif[/img][/url] Keys: -F to toggle fullscreen (might be buggy with shape positions) -Escape to quit -C to clean (remove) dead structures -P to skip level if stuff breaks (there are ~17 levels in this, you'll know when it's done because they all turn red) -D to toggle debug Some points and ideas: -There are a few bugs and stuff, no sound yet. -I'll probably make levels timed -It wasn't originally meant to be only circles in structures, I might add more shapes but I think it works quite well at the moment/is easy to implement. -I tried to make the camera zoom in on the player when he/she gets inside a structure, but that got all messy and kept breaking. -I might make bosses (massive structures) and some kind of vague combat system, where the player can get rid of certain shapes on certain structures by shooting them. -I'll add bonuses like slower shape movement etc.[/QUOTE] [QUOTE=garry;19253177]Had a play with terrain rendering today. Well not so much terrain as displacements, but I'm working towards the possibility of something more.. better. Got it rendering randomized, texturing and normals are fucked. [img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Botch/28Dec2009_001.png[/img_thumb] Fixed normals, binormal, tangent.. [img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Botch/28Dec2009_006.png[/img_thumb] [/QUOTE] [QUOTE=Robber;19253335]A basic version of my sonar battle game is playable now. You can shoot pings to find your opponent, rockets to kill him and use the noise bubble to see your surroundings and possibly your opponent too. It's possible to loose or win. It's only playable when you have a friend to play with, it should work over internet, but I didn't test that yet. You can play alone when you start two instances of the game and use one as the server and one as the client. Screenshot: [img]http://i49.tinypic.com/9kpld4.png[/img] Original idea: [url]http://www.squidi.net/three/entry.php?id=85[/url] Download: [url]http://dl.dropbox.com/u/1106779/SonarBattle_Release.zip[/url][/QUOTE] [QUOTE=Robert64;19259591]Just about finished my simple puzzle game. Altered the rules and graphics a bit along the way. [img]http://www.robertandsherman.co.uk/images/hexpuz2.png[/img] [b]How to Play:[/b] * Like minesweeper, try and work out where the mines are in the grid without clicking on them. * When you click on a tile, it will give you two pieces of information: - The colour of the tile tells you where the nearest mine is. A green tile is touching a mine, and a blue one is 2 tiles away from a mine. - The number(s) on the tile tell you how many mines are near it. The green number tells you how many mines are in the neighbouring 6 tiles, and the blue number tells you how many mines are two tiles away from it. - If you mouse over a tile, you will see two rings of tiles lit up around it, blue and green. This helps you see which tiles are next to the one you moused over, and which are two tiles away. * If you want to remember where you worked out a mine is, right click on it to flag it. While flagged, you can't accidentally blow it up. * If you find that you mistakenly flagged a tile, just right click on it again to de-flag it. * If you click on a mine, you lose 50 points. * The game ends when the mines are all located. [b]Download[/b] [url]http://www.robertandsherman.co.uk/downloads/hexpuzzle-0-1.zip[/url] - ( 1.22 mb )[/QUOTE] [QUOTE=voodooattack;19279449][IMG]http://i49.tinypic.com/124gara.jpg[/IMG] Chromified version of the FP ticker, has a basic filtering scheme; it only shows threads you've read and posts to your own threads, I'm adding the ability to bulk monitor certain forum sections right now. Too lazy to add eyecandy for the moment, but we'll see about that later. On with the content script! :hist101:[/QUOTE] [QUOTE=Xerios3;19285760]So.. ok, which one looks best then =/ Don't care if unnatural or not, it's all for the looks [IMG]http://i46.tinypic.com/1690psp.gif[/IMG] [IMG]http://i45.tinypic.com/2whe329.gif[/IMG] --- Vote : Agree for the First one Disagree for the Second one[/QUOTE] [QUOTE=s0ul0r;19290768]Just made some particle stuff to play around with (yes, I was VERY bored): [IMG]http://img42.imageshack.us/img42/9421/particlestuff.png[/IMG] [url]http://ul.to/j8x6bv[/url] XNA 3.0 required.[/QUOTE] [QUOTE=s0ul0r;19310700]K now I have great performance, and it's pretty fun to play with: [IMG]http://img198.imageshack.us/img198/7249/particlethings.png[/IMG] [url]http://ul.to/kyyewr[/url][/QUOTE] [QUOTE=nullsquared;19325610]Cool. Come back and show me when you finish. [editline]11:32AM[/editline] Little zombie chase with portals: (view in Firefox or anything else that supports APNGs) [img]http://img693.imageshack.us/img693/2148/pathfindingv1.png[/img] Yes, it looks very ugly right now. Obviously this is only a path finding test so far, nothing too interesting game-wise, yet.[/QUOTE] [QUOTE=nullsquared;19365062]Well, here it is :D [img]http://img265.imageshack.us/img265/4671/leaderzombiepath.png[/img] (view in Firefox or anything else that supports APNGs) What happens there is that the zombie "explores" the map and therefore does not know the perfect path immediately. It tends to hug the wall because its vision radius is 1 right now - I plan on making it 3 maybe 4, that way it won't hug the wall the entire time. You can also see that the zombie will notice a portal and use it effectively.[/QUOTE] [QUOTE=garry;19425975]Finished off the terrain system today (As much as I need to right now). Wrapped it up so you can define the terrain via an XML file.. [img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Botch/04Jan2010_002.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Botch/04Jan2010_006.png[/img_thumb][/QUOTE] [QUOTE=Robber;19430459][img]http://dl.dropbox.com/u/1106779/3D.gif[/img] [img]http://dl.dropbox.com/u/1106779/3D2.gif[/img] I made this as an experiment. It takes any image (although only heightmaps don't look like shit) and generates the frames for this animation. It is [B]not[/B] 3D. It's all rendered with Java's 2D API. [/QUOTE] [QUOTE=Namelezz!;19517476]Been a while since I posted anything about Arcane, Stealth & Power. I loved your input when I released the Christmas-themed Wizard Alpha version of AS&P so here's screenshots about what's to come. [IMG]http://www.cubeupload.com/files/2ebe00thepeoplestormint.png[/IMG] [img]http://www.cubeupload.com/files/aaf800yamarianoverpopulat.png[/img] Full pedestrian randomization and I can stuff 600 pedestrians on a single layout without a hitch. They don't have varied clothes yet but they do have varied headwear. There's also guards who will escort you out of the city if they see you (they think you're an assassin because I've told them to do so). There's one in the second screencap with the exclamation point over them (Metal Gear - style)![/QUOTE] [QUOTE=Killuah;19550908]I'm simulating a 2D Particle-Spin grid near the critical temperature. I'm on linux and there is no fancy animation to be shown as I can't be arsed to do a .gif but here you can see the spinfield below critical temperature: [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/unter.png[/IMG][/URL] Those pockets get smaller the further the simulation goes which is just right. [editline]03:26PM[/editline] Magnetization: [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/plot.png[/IMG][/URL] Green is how the analytic formula behaves, red is the simulated one. Sure it's not very accurate but it's good enough.[/QUOTE] [QUOTE=NovembrDobby;19553032]made some graphical 'improvements' [IMG]http://i163.photobucket.com/albums/t315/novemberdobby/Rotion2010-01-1016-43-12-50.png[/IMG] [editline]04:47PM[/editline] lol [IMG]http://i163.photobucket.com/albums/t315/novemberdobby/Rotion2010-01-1016-43-39-75.png[/IMG] (not planning on keeping the yellow ones) new thread soon :D[/QUOTE] [QUOTE=r4nk_;19567366][img]http://filebox.me/files/8due0j0h9_astar.png[/img][/QUOTE] [img]http://filebox.me/files/3z9sjadr5_previous.png[/img] [url=http://www.facepunch.com/showthread.php?t=862848]Version 6[/url] [url=http://www.facepunch.com/showthread.php?t=842121]Version 5[/url] [url=http://www.facepunch.com/showthread.php?t=829486]Version 4[/url] [url=http://www.facepunch.com/showthread.php?t=808758]Version 3[/url] [url=http://www.facepunch.com/showthread.php?t=774427]Version 2[/url] [url=http://www.facepunch.com/showthread.php?t=764346]Version 1[/url] [b]So...[highlight][i]WHAT ARE YOU WORKING ON?[/i][/highlight][/b]
I swear the highlights keep getting better. I really like Robbers line drawing terrain renderer from the last thread. Also I dig the titles. And first!1!!1
[QUOTE=Jallen;19587761]I swear the highlights keep getting better. I really like Robbers line drawing terrain renderer from the last thread. Also I dig the titles. And first!1!!1[/QUOTE] Facepunch is a talented bunch. I like the perlin noise terrain generator for minecraft a lot.
My ASCII engine is slowly working its way back, I'll soon get some screenshots actually worthwhile.
Awesome OP rank, I guess it doesn't matter if we argue the hell out of what's left of the old thread now.. :hist101:
best thing to happen to the programming forum
[QUOTE=raccoon12;19587905]best thing to happen to the programming forum[/QUOTE] Couldn't agree more. I think it has made people a lot friendlier and helpful aswell. It use to be beginner threads with tiny mistakes and 10 page flamewars, which seems to have toned down.
[quote=nullsquared;19587724]And if a specific version of the feature you wrote crashes? How do you debug that?[/quote] git-bisect
A++ OP would read again several times @s0ul0r if you're still here [quote=s0ul0r]Are you using per-pixel collision now?[/quote] Nop, using a system that uses the distance of the border from the middle of the shape (at every angle) to determine if they're inside one frame then outside the next, or touching the border in the current frame.
Love the OP :buddy:
[QUOTE=Xerios3;19588837]Love the OP :buddy:[/QUOTE] And I am the top highlight :smug:
Fresh new WAYWO threads always motivate me to get back to programming. But then I remember it's exam season :(
[QUOTE=Mattz333;19589067]And I am the top highlight :smug:[/QUOTE] Fixed. :smug:
I give you a gold star for that OP. [img]http://www.famfamfam.com/lab/icons/silk/icons/star.png[/img]
Real stylish OP, I like it. Damn, the lack of mediatags for images destroyed my highlight :(
[quote=nullsquared]And if a specific version of the feature you wrote crashes? How do you debug that? [/quote] What on earth are you talking about? You start debugging the current codebase that's crashing, fix it and commit. Optionally, if you're working in a team and might need to work on some unrelated portion of the code, you might want to make a branch to work on so that you can switch to the current master with no problem. Regarding the revision numbers vs. hashes, it's not that much of an issue - the distributed nature of Git comes with the limitation that there is no possibility to have a linear revision number. However, you don't need to enter the full hashes, but only small portions of them to find the revision you want.
Thanks for highlighting two of my posts :buddy: Could you please replace [url]http://www.facepunch.com/showpost.php?p=19253335&postcount=789[/url] with this post [url]http://www.facepunch.com/showpost.php?p=19408348&postcount=1464[/url] It has a screenshot of the newest version and a download link. [B]Edit:[/B] And you broke the second image in the post with the rotating heightmap.
Awesome OP, and I reaklly didn't think I'd make it. [editline]04:50PM[/editline] Nullsquared, may I ask you how you generate the APNGs? By hand? Or do you have a little tool that puts pictures together? (That would be handy for me)
Wrote a blog on my experiences with Beanstalk if anyone's interested: [url]http://www.garry.tv/?p=1498[/url]
[QUOTE=garry;19589439]Wrote a blog on my experiences with Beanstalk if anyone's interested: [url]http://www.garry.tv/?p=1498[/url][/QUOTE] The thing which shows the differences between files is really cool.
[QUOTE=garry;19589439]Wrote a blog on my experiences with Beanstalk if anyone's interested: [url]http://www.garry.tv/?p=1498[/url][/QUOTE] I really don't really see what's the big deal about a prettier version of diff along with easier integration with twitter, but cool for those who don't know how to setup their own server I suppose.
[QUOTE=Killuah;19589415]Awesome OP, and I reaklly didn't think I'd make it. [editline]04:50PM[/editline] Nullsquared, may I ask you how you generate the APNGs? By hand? Or do you have a little tool that puts pictures together? (That would be handy for me)[/QUOTE] You could open the recorded video file in VirtualDub and export it as animated GIF and convert that to an APNG.
[QUOTE=Robber;19589582]You could open the recorded video file in VirtualDub and export it as animated GIF and convert that to an APNG.[/QUOTE] You would lose the huge benefit of quality which comes with apngs...
Can we have a five posts per flamewar rule? It would allow us to indulge our opinions, but would clamp down on some of the endless streams of "no u"?
[QUOTE=Robber;19589582]You could open the recorded video file in VirtualDub and export it as animated GIF and convert that to an APNG.[/QUOTE] All I can work with is pictures, really. I'm plotting in gnuplot as most stuff I do is more numerical than graphical and Fortran doesn't have any fancy graphics libraries.
What is a good way to turn OpenGL context width/height and some pixel offsets + pixel width/height into a quad, assuming I don't want anything off the screen due to 2D rendering? So far, I have this non-working piece of cra [code] for(unsigned int i = 0; i < artList.size(); i++) { SCursesArtOpenGL* artGL = artList[i]; // Need to do some funky maths to make is so the coordinates start // at top-left, not the center and to make it so 1 unit is one pixel. float x = artGL->startPosX / screenWidth; float y = artGL->startPosY / screenHeight; float w = artGL->width / screenWidth; float h = artGL->height / screenHeight; glBindTexture(GL_TEXTURE_2D, artGL->texture); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(x + w, y, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + h, 0.0f); glEnd(); }[/code] [code] struct SCursesArtOpenGL { ICursesArt* art; GLuint texture; int startPosX; int startPosY; int width; int height; };[/code] [code]videoLayer->attachArt(CRectI(CVector2DI(32, 32), CVector2DI(128, 256)), art);[/code] The x,y,w,h floats all turn to 0.
Aww yeah. I made it into the OP Summary...Twice! My life feels complete now.
Ok this time I am doing the "Drunken Ant". Basically, you set a pixel in the middle of a grid. Then you randomly generate a coordinate in the outer rim of said grid, the coordinates has to have a certain distance to the middle. Then you randomly let the coordinates "wander" around the grid. When they get to far away, you get a new pairir of coordinates. When they reach any point in the grid where ne of the neigbours already IS a set pixel, they stay there and set the current pixel. Here is the result: [URL=http://img707.imageshack.us/i/root.png/][IMG]http://img707.imageshack.us/img707/1379/root.png[/IMG][/URL] The code is Fortran, sorry. [code]program root integer,allocatable,dimension(:,:)::u real,dimension(1,2)::v,w integer::i,j,k,l,m,success,find,outer_border,inner_border,seize,middle,hit,direct1,direct2 real(8)::rand1,rand2,rand3 seize=1000 outer_border=seize/3 inner_border=seize/6 middle=seize/2 allocate(u(seize,seize)) u=0 !Setting the middle coordinate to 1, the rest is zero u(middle,middle)=1 success=0 call random_seed !saving the coordinates of the middle for later w(1,1)=middle w(1,2)=middle do while(success<5000) call random_number(rand1) call random_number(rand2) rand1=rand1*seize rand2=rand2*seize v(1,1)=rand1 v(1,2)=rand2 m=Abs(Sqrt( (v(1,1)-w(1,1))**2+(v(1,2)-w(1,2))**2)) if(m>inner_border.and.m<outer_border)then hit=0 !Propagate do while(hit==0) call random_number(rand1) call random_number(rand2) if(rand1<0.5) then direct1=1 else direct1=-1 endif if(rand2<0.5) then direct2=1 else direct2=-1 endif v(1,1)=v(1,1)+direct1 v(1,2)=v(1,2)+direct2 m=Abs(Sqrt( (v(1,1)-w(1,1))**2+(v(1,2)-w(1,2))**2)) if(m<outer_border)then if(u(v(1,1)+1,v(1,2))==1 .or. u(v(1,1)-1,v(1,2)) .or. u(v(1,1),v(1,2)+1)==1 & .or.u(v(1,1),v(1,2)-1)==1) then u(v(1,1),v(1,2))=1 hit=1 success=success+1 write(*,*)success endif else exit endif enddo endif enddo !This just writes the foield down so I can plot it later with gnuplot do i=1,seize do j=1,seize if (u(i,j)==1) then write(8,*)i,j endif enddo enddo end program root [/code]
[QUOTE=Eleventeen;19589758]What is a good way to turn OpenGL context width/height and some pixel offsets + pixel width/height into a quad, assuming I don't want anything off the screen due to 2D rendering? So far, I have this non-working piece of cra [code] for(unsigned int i = 0; i < artList.size(); i++) { SCursesArtOpenGL* artGL = artList[i]; // Need to do some funky maths to make is so the coordinates start // at top-left, not the center and to make it so 1 unit is one pixel. float x = artGL->startPosX / screenWidth; float y = artGL->startPosY / screenHeight; float w = artGL->width / screenWidth; float h = artGL->height / screenHeight; glBindTexture(GL_TEXTURE_2D, artGL->texture); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(x + w, y, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + h, 0.0f); glEnd(); }[/code][code] struct SCursesArtOpenGL { ICursesArt* art; GLuint texture; int startPosX; int startPosY; int width; int height; };[/code][code]videoLayer->attachArt(CRectI(CVector2DI(32, 32), CVector2DI(128, 256)), art);[/code]The x,y,w,h floats all turn to 0.[/QUOTE] I'm a little confused as to what you are asking. Are you trying to draw in opengl with units of pixel size? And the origin in one of the corners of the screen or something? If so, then it's time to work with matrices. [code] //Get the current viewport dimensions int v_dim [4]; glGetIntegerv(GL_VIEWPORT, v_dim); //The last 2 values in v_dim hold the viewport width and height respectively //Set up the projection matrix so that a unit in world coordinates corresponds to a pixel's dimension glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,v_dim[3], 0,v_dim[4], -1, 1); //Origin in the lower-left corner of the screen glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //Draw the scene here [/code]
I want to set it so 1 unit in OpenGL is a pixel and it starts at top-let. Sorry, I'm not good at maths.
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