Search found 63 matches
- Thu Apr 05, 2012 2:42 am
- Forum: Beginners Help
- Topic: OpenGL Main Loop [SOLVED]
- Replies: 8
- Views: 802
Re: OpenGL Main Loop
Alright I figured it out, I wasn't using the right sized primatives, for an int array I need to use irr::video::EIT_32BIT, or use short array and irr::video::EIT_16BIT (which is the default). Declarations: short prims[8]= { 0,1,2,3, 4,5,6,7 }; float size=10; S3DVertex verts[8]= { ...
- Wed Apr 04, 2012 10:31 pm
- Forum: Beginners Help
- Topic: OpenGL Main Loop [SOLVED]
- Replies: 8
- Views: 802
Re: OpenGL Main Loop
I changed my vertices to the S3DVertex type, but I'm having trouble with the normal vectors, mainly because I've never had to use them to draw anything standard (aka just to draw a simple shape with no translations/other transformations) in OpenGL. I figured at first the normal vector would be the &...
- Wed Apr 04, 2012 6:35 pm
- Forum: Beginners Help
- Topic: OpenGL Main Loop [SOLVED]
- Replies: 8
- Views: 802
Re: OpenGL Main Loop
I've found that drawing things yourself can be faster because you can do a whole lot of them at one time. Take Minecraft for example, try drawing 200,000 box nodes vs. drawing all the faces of the cubes at once, it's amazing how much faster it is. I'm going to do something similar with foliage and s...
- Wed Apr 04, 2012 12:44 pm
- Forum: Beginners Help
- Topic: OpenGL Main Loop [SOLVED]
- Replies: 8
- Views: 802
Re: OpenGL Main Loop
I'm not quite sure what I'm doing wrong, I can't get anything to show up on the screen. I looked at a few other posts and tried a few different examples but I can't get anyone else's code to show up either, am I missing something? Below is my current code (should draw a white cube face without backf...
- Wed Apr 04, 2012 4:47 am
- Forum: Beginners Help
- Topic: OpenGL Main Loop [SOLVED]
- Replies: 8
- Views: 802
OpenGL Main Loop [SOLVED]
Just curious, is there a way to use the OpenGL render function for drawing (Quads, Triangle Fans, etc...)?
- Sun Jul 17, 2011 8:59 pm
- Forum: Beginners Help
- Topic: Mesh Combining/Uncombining
- Replies: 2
- Views: 253
Re: Mesh Combining/Uncombining
It shouldn't be too expensive. I'm only combining the meshes of the different pieces when they are together. When a piece is broken off it becomes it's own mesh, then after a little bit is removed from the scene. I just need to figure out how to combine the smaller meshes in the beginning, then sepa...
- Sun Jul 17, 2011 8:15 pm
- Forum: Beginners Help
- Topic: Mesh Combining/Uncombining
- Replies: 2
- Views: 253
Mesh Combining/Uncombining
Can anyone point me in the direction of some tutorials/examples of the mesh manipulator? I'm trying to come up with a system for destructible objects/terrain. My system works quite well, but I have a huge drop in FPS with all the render calls, so I need to make all the pieces of one terrain/destruct...
- Fri Jul 01, 2011 11:46 pm
- Forum: Beginners Help
- Topic: Frame rate independent movement doesn't work?
- Replies: 20
- Views: 1451
Re: Frame rate independent movement doesn't work?
Why are you using a u32 for the now time? Try using an f32 and see if there is any difference, I'm pretty sure a(n?) u32 is like an int no? Because I do this: //Initialization f32 irrdt=0.0; f32 irrdtOld=0.0; //Loop irrdt=irrDevice->getTimer()->getTime()-irrdtOld; irrdtOld+=irrdt; And everything wor...
- Mon Jun 27, 2011 9:27 pm
- Forum: Game Programming
- Topic: How big is too big?
- Replies: 12
- Views: 3160
- Sun Jun 26, 2011 11:12 pm
- Forum: Game Programming
- Topic: How big is too big?
- Replies: 12
- Views: 3160
@Radikalizm My game is kind of like Garry's Mod if you've ever played it, except it's more restrictive (can't create monsters or things out of thin air). It's a top-down shooter where you build ships out of small blocks and fly around in space killing other ships made out of blocks. I think a pictur...
- Sun Jun 26, 2011 10:06 am
- Forum: Beginners Help
- Topic: Wrong scaling COLLADA format
- Replies: 12
- Views: 983
- Sun Jun 26, 2011 8:59 am
- Forum: Game Programming
- Topic: How big is too big?
- Replies: 12
- Views: 3160
I figured as much (with Irrlicht not running on handhelds and such, but jirr could probably run on them through a web browser...maybe). Thing is my game is 2D and I just figured it might be cool to at one point have a handheld version, I bet it wouldn't be hard to switch it over to opengl (in fact I...
- Sun Jun 26, 2011 6:13 am
- Forum: Game Programming
- Topic: How big is too big?
- Replies: 12
- Views: 3160
How big is too big?
I was wondering what everyone thinks is too big when it comes to using a computer's memory? Because I'm getting up there, when I make my map pretty big my program gets bigger as well (200000k). So how big is too big? The majority of "small games" I've seen run at around 5000k-10000k. But w...
- Sun Jun 26, 2011 6:03 am
- Forum: Beginners Help
- Topic: Problems with 2D Image Rotation (Interpolation?) [SOLVED]
- Replies: 2
- Views: 512
Hey I figured it out! Turns out my origin was at (5.5,5.5) on my 11x11 image, but I was using a u32 to store the origin, so it was only storing (5,5), switched to f32 and all works fine now! Funny thing is that I didn't even look at that part of the code until you mentioned the origin stuff! Thanks!...
- Sat Jun 25, 2011 5:54 am
- Forum: Beginners Help
- Topic: Problems with 2D Image Rotation (Interpolation?) [SOLVED]
- Replies: 2
- Views: 512
Problems with 2D Image Rotation (Interpolation?) [SOLVED]
I'm making a simple 2d game that has a grid based building system. I have several "parts" (square, triangle, etc...) And for everything to look pretty the pixels have to line up correctly. For some reason the system I am using to rotate sprites is causing some of the sprites to rotate off ...