0
101 Mar 31, 2003 at 22:19

:yes:

0
101 Mar 31, 2003 at 17:28

Cg is a high-level shading language developed by nvidia. It can compile into Dx9 code, and OGL code, either NV_* extensions or the ARB_vp and ARB_fp extensions. It’s completely compatible with the HLSL

In response to 3dsmax x-file plugin
0
157 Mar 31, 2003 at 04:30

try out the following links. I hope its what you’re looking for:

http://www.okino.com/conv/exp_xof.htm

0
101 Mar 31, 2003 at 01:54

What is cg anyway? An OpenGL modelling tool?

0
101 Mar 30, 2003 at 18:37

don’t worry about it, it’s not a problem :)

0
101 Mar 30, 2003 at 18:36

I disagree - because of your posts, ourselves and future members can look up similar pitfalls we may encounter with the same problem.

so, thank you for bringing it up!

:yes:

In response to 3dsmax x-file plugin
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101 Mar 30, 2003 at 18:30

Well, as luck would have it, I figured out the tiling problem just after I posted the thread; however, I am still looking for the plugin for converting directly to .x in 3dsmax environment. :rolleyes:

0
101 Mar 30, 2003 at 18:10

I hate putting something on a forum and then figure it out on my own– It wastes the reader’s time. Maybe I should try harder before I post something. Thanks anyway…..

In response to Gamedev Info needed most
0
101 Mar 30, 2003 at 11:14

I would like to read an article that covers the typical stages of game development:

Game concepts

• What needs to be known minimally to start a project?
• How do I write down a game concept?
• What are the “standard” game concepts?

Design

• How to create a unique CI througout the entire game
• Creating the configuration and game menus

Development stages

• How to create the actors (3D and 2D)
• How to animate the actors
• Design of the world
• Moving the actors in the world (Player and enemies, collision detection)
• Add bonus items (Bonus-Points, hidden levels, and so on…)
• Mapping of the storyline to the game levels (level start and end, intermediate scenes)

The main thing is: Every step needs to provide a good solution for Linux and Windows
programmers! As I only develop unter Linux there are some steps where I dont
have any tools that can assist me. For example: Character animation. This is where
all my development stop as I don’t get an animated 3D model into my projects. :(

Greetings
Stefan

In response to Gamedev Info needed most
0
101 Mar 30, 2003 at 03:26

I think we should add an option to that poll, which says:
“Program/Module/Engine/whatever else” Design

In response to GL terrain demo preview.
0
157 Mar 28, 2003 at 21:38

looks amazing!!!!! very impressive.

Would you be interested to make an article/tutorial on that? That would be an excellent addition to the devmaster contributions…

In response to OpenGL Extension
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157 Mar 28, 2003 at 21:35

Btw, it would be nice if someone could make an article about opengl extensions; that would be really nice to have here….

In response to OpenGL Extension
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157 Mar 28, 2003 at 21:33

just to let you know, that somebody will be submitting a demo about extensions soon…

In response to OpenGL Extension
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101 Mar 28, 2003 at 20:17

http://oss.sgi.com/projects/ogl-sample/registry/

I don’t suppose that is much use ;)…

0
157 Mar 28, 2003 at 01:33

It would be easier to find the problem if you post some code or at least show the approach you are using. Its hard to judge based on the issue.

In response to Transparent color
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101 Mar 27, 2003 at 08:56

But the compression algorithm for TGAs (RLE encoded) is quite simple to implement, too. So you
can reduce the size on Harddrive a bit.

In response to Transparent color
0
101 Mar 27, 2003 at 08:46

Setting an ALPHa value in an editor (I suggest GimP) like Photoshop would be far more easier and would also be less headache.Then you also have the runtime Alpha value. If today you think htat you are on Earth and Everything that is green is transparent in the world, suppose you get a state where you have to render jungle - lo behold you are in deep trouble - you would only be showing off Space or Desert. Not exactly the kinda things you expect.
However TGA textures could be nasty big.

In response to Transparent color
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101 Mar 26, 2003 at 18:22

although it’s possible, surely pixel shaders would be a VERY stupid way to do it. It won’t provide much if any speed increase and it reduces your target audience wildly, because only top end Radeons support pixel shaders in hw.

not a flame, just an opinion :)

In response to 3D object
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101 Mar 26, 2003 at 12:52

I am sorry Akirayuki if I sounded rude. I was just worried of the consequences of giving away code in this form. I hope you understand.
However if you would like there are places where you would learn a lot of stuff.
Just take a look @ the following link - it has VERY good stuff

http://opengl.org/developers/code/tutorials.html
Of these you better read the Online Books section. The others are short cuts to learning OGL and you might not exactly be able to learn it as much as you can. < No offence meant >
I hope you get to work in OGL and enjoy it too.

In response to Transparent color
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101 Mar 26, 2003 at 11:25

good luck. happy to helped out

btw, this is what is done in the bumpmapping demo from nehe, to show the logos. he adds the alpha values manually in code to make them transparent..

took me ages those days to find that out, hehe…:D but its so simple:D

anyways, good luck

In response to Transparent color
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101 Mar 26, 2003 at 11:17

Thank to all of you for the replyis. This is exactly what I’ve searched for. As I said I’m using RGB arrays for textures and there is no matter if I’ll use RGBA or I’ll convert TGA - this is the same. I’m just didn’t know that I can specify Alpha for each pixel in texture and then blend only transparent pixels :)
Again, thank you

In response to 3D object
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101 Mar 25, 2003 at 18:23

if your assignment consisted of more, it wouldn’t be a problem, but because it seems to me that to answer would be to tell you your whole assignment, then I’m gonna refrain from telling you the answer to YOUR assignment.

In response to Transparent color
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101 Mar 25, 2003 at 18:13

what you can do with the TGA is simple. The TGA format allows for 4 bytes of data per pixel. RGBA, red, green, blue and alpha. The alpha ‘channel’ can be different for each pixel. All you do is set it to 0 for all the pixels you want to be transparent, and 1 for all the ones you want to be opaque. You can also have values in between, but that produces semi-transparent pixels. You might want to look at the TGA format, as it actually stores the pixels in BGRA format. You need to switch the R and B bytes.

In response to Transparent color
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101 Mar 25, 2003 at 18:06

well, the trick is.. you actually need an alpha value to determine transparency (and 1 or 0 == transparent is up to your set up of the blending equation..)

you just want one color, so what you need to do is to set there alpha to transparent..

for every pixel
if pixel.rgb == colorkey.rgb
pixel.alpha = transparent
else
pixel.alpha = opaque


or, depending on hw, you can do it in the pixelshaders..

base idea:

distance = fragment.rgb - colorkey.rgb
out.alpha = dot_product(distance,distance)


and then using for example alpha test to check if alpha is greater than some threeshold, say 0.01.. that means, distance to colorkey is far enough => color != colorkey => passes the alpha test

those are the two ways possible..

In response to Transparent color
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101 Mar 25, 2003 at 17:07

Problem is that I don’t want to make texture transparent, only one color from it. I know the basic of alpha blending. Of cource, 0 for transparent and 1 for solid -exuse me. But this have no matter - I’m not seeking for exact code, only for solution.

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