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seen Jan 5 at 6:32

Apr
15
comment How do I pass vertex and color positions to OpenGL shaders?
And I ran out of room, but I have read your tutorials. They were easy to read because they are clear and the website is easy to look at. The reason I tend to change things is because there are so many crappy tutorials out there that don't explain this stuff, I don't know which is right. I do things, for example, change normalized to TRUE because I picked the wrong tutorial for "right".
Apr
15
comment How do I pass vertex and color positions to OpenGL shaders?
@NicolBolas I've fully read atleast 5 tutorials, and they all say mostly the same thing (which is understandable because they are about the same thing). I'm assumed my problem is just something they don't explain.
Apr
15
comment How do I pass vertex and color positions to OpenGL shaders?
Jeez, alot of stuff here! First of all, my vertex array isn't delete because I have later plans for its usage. It is deleted in the destructor. I don't use std::vector because in my opinion its most complicated, and when something doesn't work I try to keep it simple. I always assumed that the Z value was it's Z position, but that isn't my problem right now, because I can see the dot in POINT mode. About the "I saw this in a tutorial", this is what I normally do: I write things, and then I find them online to confirm they work. I rarely copy+paste... and I (almost) always read the docs.
Apr
15
comment How do I pass vertex and color positions to OpenGL shaders?
Ok, so I just changed the color to vec4. No luck. Also no luck with the normalized parameter.
Apr
15
revised How do I pass vertex and color positions to OpenGL shaders?
Updated vertex shader, added fragment shader
Apr
15
comment How do I pass vertex and color positions to OpenGL shaders?
I've already hardcoded it. That works fine, so the values probably aren't getting to the shader. I read about gDebugger, I will try that. Right now, there is no matrix math. If I set the geometry type to points, I can see a black dot at the center, I'm assuming 0,0,0. I had the value for normalized set to true, because I assumed that meant the value is 0.0f-1.0f. I hadn't noticed my color variable was vec3, though. I will change that.
Apr
15
awarded  Critic
Apr
15
comment How do I pass vertex and color positions to OpenGL shaders?
@seanmiddleditch I've read most of openglbook.com and various other tutorials on OpenGL. Almost all of them have the same code, and as far as I can tell, so do I. This is why I am so confused. There is probably one little thing I have been overlooking.
Apr
14
asked How do I pass vertex and color positions to OpenGL shaders?
Apr
9
comment How do I Fallback to Older DirectX Versions?
Well, let me clear some stuff up. My game is a sandbox game, but it does have a lot of FPS in it, and also a sort of creepy environment (so it's not for the kids playing on their parents old 1998 Dell). This is why I was on the fence about DX9, because most gamers use Vista or Windows 7. My game has no plan of ever being on the Xbox 360, because it's a pain, I don't like the Xbox that much, and the mechanics would never transfer. So that's also out of the question. Thanks for clearing a lot of this up though, it will help me a lot to decide.
Apr
9
comment How do I Fallback to Older DirectX Versions?
I was just worried the feature level aspect would not work for shaders, and I assume that is still true. I was just about to add the 2D aspect of my game (UI, etc.) and I needed to add a DirectX10 device anyway. I didn't want to have two DX10 devices if the user was using DX10, so I wanted to know if I needed to combine them. If the feature level will let DX10 hardware run with a DX11 device, then I do not need to combine them.
Apr
9
comment How do I Fallback to Older DirectX Versions?
I was planning on developing the game for DX11/10(.1) and later developing a second game for DX9, because they are so different. Of course, this second version depends on the games success-fullness, motivation, and overall necessity.
Apr
9
comment How do I Fallback to Older DirectX Versions?
Okay, well my game is indie, and so far, it has been 100% free to develop, so money is no issue. I just wanted to develop a game that would include as many people as possible. From just hearing my friends talk and playing other DirectX 11 games, DX11 hardware is still new, and a lot of people have older hardware. Luckily, my game architecture is very object oriented, and it will be very easy to add older APIs if necessary.
Apr
7
asked How do I Fallback to Older DirectX Versions?
Apr
3
accepted Why does calling CreateDXGIFactory prevent my program from exiting?
Apr
2
answered Why does calling CreateDXGIFactory prevent my program from exiting?
Apr
1
revised Why does calling CreateDXGIFactory prevent my program from exiting?
added 3460 characters in body
Apr
1
comment Why does calling CreateDXGIFactory prevent my program from exiting?
Ok, I'll post the code. I was creating a program just to test my memory on how to correctly initialize DirectX. It must not be as good as I thought...
Apr
1
comment Why does calling CreateDXGIFactory prevent my program from exiting?
Yes, everything (Including the factory) is released.
Apr
1
revised Why does calling CreateDXGIFactory prevent my program from exiting?
added 113 characters in body