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is to get display lists and CPU culling working as an optimisation. I will let you know how it goes.
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Right, that's display lists working, at least as an optimisation. Got a full order of magnitude out of that, so I'm pretty pleased, actually. Something weird with the display, though, I think I've got off-by-ones leading to gaps. Let's see...
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Dammit, King of Men! We need to get this ship out of here! How long until the warp drive is back up?
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Haud yer horses, mon - I'm an engineer and no a miracle-worker. Ye canna change the laws of physics!
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Hmm. Off-by-ones, right enough. But now I've got another similar problem with holes in my terrain map, showing up only at certain view angles. Worked very nicely as an optimisation, though. I guess I'll do CPU culling tomorrow, I may not even need it.
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Ok, ok, I only started on this heightmap thing yesterday. Have patience. For now, I'm off to bed. Have to be at work at 0800 tomorrow.
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No worries, Bob, it's part of a deliberate disinformation campaign.
It turns out that you can fix the bug by not demanding accuracy from the poor depth buffer over ten orders of magnitude. Excellent! Now then, I think the CPU culling can wait a bit; let's see about those textures.
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mmmmmm, 3D rendering! Looks very unix to me but I only became familiar with the Linux flavor today and know not of the mysteries of grandpappy UNIX yet. Noob thing to say but am I even close???
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No, no, Windows. I manage to load up a texture, but it seems to be treated as a plain white surface. Curious. Let me see if I can get up a simple square.
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Ah so, the problem is in the alpha value of my jpg file. That'll teach me to use formats I don't really understand. Let's try it with bitmaps.
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And AFAIK jpgs don't carry an alpha value. I think jpeg2000 has it, but their really more of a joke than anything else. Off hand the only thing that carries a full alpha channel is a png.
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Actually, it turns out the problem was in the way I was converting from Java to OpenGL values. But it showed up as the alpha going to 0, and hence no texture showing.
Today I got texture binding to work. Tomorrow, I need to figure out what's causing the glitches in my heightmap, and also how to use more than one texture. But I won't have time to work on it. Saturday then.
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Sorry KOM, but this reminded me of my little brother's project, and I've gotta brag on him. He's a 15 year old sophomore in high school working on a 3d game engine. Check out what he's got:
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Hey, that's really pretty cool. Bet it took him more than the three days I've been working on mine, though.
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quote:Originally posted by Icarus: "A Unix system! I know this!"
I hated the fact they had the girl say that in the movie when it was the boy in the book who was computer literate.
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quote:Hey, that's really pretty cool. Bet it took him more than the three days I've been working on mine, though.
Yeah, it's taken him more like 2 or 3 years. But hey, he had to learn the language first and get a little practice with it under his belt before he really got going
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quote:Originally posted by Icarus: "A Unix system! I know this!"
I hated the fact they had the girl say that in the movie when it was the boy in the book who was computer literate.
what movie are you talking about. the only one that comes to mind that might be the one you are talking about is WAR games with Matthew Broderic. Is that the one or is it another?
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Jurassic Park. The quote is by Lex Murphy. Incidentally I just discovered that the actor who played Lex Murphy in Jurassic Park graduated from Skidmore about 5 years before I got here. That was a bit of a surprise.
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Ah so. The little glitches of sky showing through the ground in the interfaces between sectors, if the sector has a non-zero height at the border, is caused by Java counting y as going down the screen, while OpenGL counts it going up. Right-ho, no worries. For my next trick, I think I'll be adding texture information at the vertex level for smooth blending; then (probably not today) I'll have non-trivial heightmaps.
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Actually the heightmaps are very easy, so I did that first. Terrain maps were pretty easy too, but need some fine-tuning so I don't get binary values. So now I can start adding some nice controls to move around my landscape.
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Alcon, not to steal KoM's rightfully earned thunder, but your brother is a prodigy. Be nice to him - maybe he will buy you a house later in life
But I don't know you too well. Maybe you're as talented as he is.
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quote:But I don't know you too well. Maybe you're as talented as he is.
He's better than I was at his age, but then I gave him a head start. Taught him what I knew soon as he was ready to learn it. I never really got into graphics either, I went the MUD route instead. But yeah, he's pretty darn smart and I'm really proud of him
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Right then. Having gotten the graphics to a moderately reasonable stage, my next step is to put in something to shoot at. Which led to me writing the code 'final class Enemy'. Death to the oppressors of the people!
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