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Comments:

<0> 1 client should have been opped.
<1> http://techdigest.tv/pcmaclinux.jpg
<2> Hello
<2> No one talks -_-
<3> -lgl, that correct for linux or do I just not have gl installed?
<3> yep can't spell, -lGL
<3> yay, silly white quads for all!
<3> should have a texture but oh well, what are you going to do
<4> zid_: textures are power of 2?
<3> yea
<4> hm, whats glGetError return right after calling glTexImage?



<3> I don't know, shall we see?
<4> if something like that happens, i sometimes flood my code with glGetError calls to find out where it goes wrong
<3> null
<3> no erroars
<4> hmm
<4> binding the tex when rendering?
<3> lemme ctrl-k ctrl-uuuuuuuuu it :D
<4> ok, that wasnt funny for me, im not on linux ;)
<3> null null null null null null null
<4> null? null what?
<3> at various strategic positions
<4> aah
<3> glGetError returns null as a string everywhere
<4> it should return a GLint .. but i guess thats what you get
<3> is printf being too clever for it's own good?
<3> its*
<4> no .. no GLint, sorry .. GLenum .. but an integer value nonetheless :)
<4> are you doing printf (glGetError ())?
<4> better do printf ("%i", glGetError ());
<3> I think printf is being a clever clogs and not crashing like it should
<4> but if it says null, i guess it will now say "0" ;)
<4> not sure if its specified whats supposed to happen in your case .. so the behaviour might be "valid" :)
<4> anyway, back to textures .. uhm .. im kinda running out of ideas
<3> me too
<3> white scares me the most
<3> if it were corrupt that'd scare me less
<4> are you setting glTexParameters min filter and mag filter?
<3> yep
<3> just following some example code using THEIR image >_<
<3> 128*128*24 bmp
<4> hmm .. texenv set to decal?
<4> what sample are you using?
<3> shample?
<4> the example code you were talking about
<3> sdl tutorial first hit, gl example
<4> ok, try nehe
<4> nehe.gamedev.net
<3> NO
<3> nehe is BAD
<3> no nehe for you
<4> well, it will most probably work, so go get the nehe tut and compare what they do and what your example dpes
<3> or I could ignore SDL completely and just blit to something else ;)
<3> file, perhaps
<3> the redbook's quad code is nice, that worked last time I tried it
<4> you could try and create a minimal GLUT example and get a textured quad working ..
<4> do you have ot use sdl?



<3> nope
<3> I just don't know the X api
<4> then try glut
<4> for testing its ok, i wouldnt use it for anything more serious tho
<3> I hate it
<3> i'd rather write a set of code for each arch
<4> youre complicated ;)
<3> but I don't acctualy *know* how to use X
<3> heh, came back to it, had it fixed within 10 seconds
<3> glEnable(GL_TEXTURE_2D);
<5> that would help
<5> so too would binding :D
<5> making progress? once you have a certain amount up and running, you'll fly along
<3> I'm going to implement rudimentary fps, it seems dog slow (which I was expecting)
<5> frames per or first person?
<3> guess
<5> give hint >> How ambitious are you?
<3> use the second part of the sentence as a guide
<5> first person?
<3> "my **** is running slow, I'll add firstpersonshooter" ?
<2> I'm new to OpenGL.. So far i've written a program to create a world, and i've made a platform to walk on, you can move around with W/A/S/D, i've managed to setup gravity and jumping, i've gotten the mouse to work for looking around... but im not sure how to do the collision detection... anyone have any tips/pointers?
<3> if(thing1.x+width > thing2.x && thing1.x << thing2.x+width)
<3> if(s/x/y/)
<5> or use bounding boxes or spheres
<3> that is bounding box
<2> but... i couldnt possibly write if statements for every object
<3> that's what arrays and for loops are for
<2> how should i setup the array?
<2> im using X,Y,Z coords... of course
<3> I'd recommend quitting this and going to work at mcdonalds
<3> it seems more you
<2> thats no fun
<3> okay that's kind of bizzare
<3> I get 100fps, for 1 second, then 0fps for several more.
<3> no wonder it felt laggy
<5> stealing 'calcs' material?
<3> yep
<3> I doubt he knows who davarus is though so I omitted that part
<3> It's this crappy box doing it I'm sure
<3> I get 77fps in glxgears though! :)
<3> haha "inf fps"
<2> okay, so i've got one more question. In my world i've setup.. its just a box with 6 images and... the lines between the images are quite obvious, so how would i make them more ... seamless?
<3> move them closer together :P
<3> or overlap them very slightly
<3> either have a very slight gap or a very slight overlap
<3> pick one
<2> the images are meant to be put right beside each other, they are images of mountains and sky and i've set the coords to be the same where they meet
<3> approximately where they meet.
<2> ?
<3> intel likes to say that 0.99999999999999999 == 2-1
<2> so how should i make it the same then?
<2> i've set the world images 1000.0 apart
<3> just totaly ignore me some more, it's been working so far
<2> not really?


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