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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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