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seen Jun 29 at 23:51

Oct
20
comment OpenGL, objects disappear at a certain z distance
@SeanMiddleditch Thank you for the article. Matrix math was always an enigma to me, hopefully this will help me out a little.
Oct
14
comment OpenGL, objects disappear at a certain z distance
@milkplus Oh, I can see how you were confused. I'm talking about XYZ coordinates. Sorry I'm not very good a terminology when it comes to this stuff... I don't know what code to post, there's a lot of code related to this in many different places.
Aug
14
comment Microsoft XNA code sample wont work with blender model
Does your model have textures? It says TextureCoordinate0 is missing, that might mean that there is no texture or UV data in the model file. It is also possible that you are trying to use a file of a different version than that of what the program was designed for.
Jul
23
comment Mafia kill algorithm
If you could explain what this is for (e.g. Do you want to let the user know how many bullets they need? Do all players have the same health, but bullets do less damage to you the higher the rank?) it'd be easier to help.
Jun
25
comment DirectWrite Producing Strange Artifacts?
Oddly, the problem disappeared today. I can't really post an answer because I don't know what fixed it.
Jun
23
comment DirectWrite Producing Strange Artifacts?
@NathanReed I'll search around, but it's not like its being drawn small or anything. Infact, if I shrink it, the problem goes away.
Apr
23
comment Is a Single Texture Cube Map Possible?
@NicolBolas But I believe I have already said, this isn't for actual cube mapping, its just a way to get a cube mapped with 6 different textures on each face. I don't need any of that seamless stuff or anything. The only reason I even mentioned cubemapping was to make it easier to visualize my problem.
Apr
23
comment Is a Single Texture Cube Map Possible?
@NicolBolas Ok, thats interesting, however if all I have to do is change the way I send vertices to the shader to get the desired affect, the DDS format is useless to me.
Apr
23
comment Is a Single Texture Cube Map Possible?
@Boreal Interesting, I will look into this. Thank you, this is the kind of thing I was looking for.
Apr
23
comment Is a Single Texture Cube Map Possible?
@NicolBolas DDS would be great, except this is OpenGL...
Apr
22
comment Is a Single Texture Cube Map Possible?
Hm, I see. Well I don't want to use a cubemap because it isn't needed. However, duplicated vertices can build up if I have a lot of these cubes. Which one is less of a performance hit?
Apr
22
comment Is a Single Texture Cube Map Possible?
@Boreal How would I do this? My vertex array is made of structs of 6 elements, x, y, z, u, and v. The index array is an array of unsigned ints. Am I doing it wrong, or is there just an alternative?
Apr
22
comment Is a Single Texture Cube Map Possible?
@StevenStadnicki It's not that I can't manage them, its that I'd rather not. It's easier to have 1 paper with your shopping list than 6 papers each with a different portion of your list; it's easier to have 1 texture than 6 textures. There is less margin for stuff like missing textures to happen, and it keeps things nice an tidy.
Apr
22
comment Is a Single Texture Cube Map Possible?
I'm still confused at how I would set up the UV normals. I only have 8 vertices.
Apr
22
comment Is a Single Texture Cube Map Possible?
What I'm trying to do isn't create an actual cubemap, but just to make my job easier by having only one texture. A just want a cube with 6 different textures, it is not for a sky or anything. I can't seem to figure out how to wrap that around with only 8 vertices, therefor 8 UV values.
Apr
15
comment How do I pass vertex and color positions to OpenGL shaders?
Ok, it works now. What you said under "Actual Problems" were my real problems, thank you :)
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.