Yes, I’m sure that I am rendering transparent objects, the color values
are all fine blended together.
I am using glReadBuffer(GL_BACK) to read from the back buffer (I’m
using double buffering).
There is no alpha buffer from where I can read the intermediate alpha
How are you rendering the screen? Are you sure you are rendering
Btw, read up on ‘glReadBuffer()’ to specify the buffer you want to read
what would be useful is to share components, means what ever gets
developed gets combined together. so everyone could do its own game, but
with combined resources.
and that way we could stay full platform independent, too. no mather
in response to baldurk’s post:
for the most part, I’m a very optimisitic kind of person - I’ll give
whatever it is I’m doing my best even when the majority has given up.
however, because of this I can come off as a bit naive. take
OpenCombat.org, a promising community that
failed miserably. myself and this person from canada by the handle of
zyklon were to only active developers out of 50+. our leader guy [the
person who organized] wasn’t very good at communication - and for good
reason. He came to a point in his life where he couldn’t afford to spend
much time on ‘hobbies’. the leader slowly dropped out of the picture and
the project unofficially became mine and zyklons. however, he, too, fell
out of the picture and then it was just me - the only one doing any real
work. I then ‘withdrew’, and have been working by myself. I’m sort of
discouraged working with people over distances now. in short, you’re
right and it’s sad.
in response to cyrax’s post:
that would be a great. I humored the idea of working with apex too. 2
heads are better than one. however, I think distance plays a big part.
there might be ideas or what have you that is easier shared in person. I
know teleconferencing can handle that now. which leads me to ask this:
how many of us in this community have worked or is working with distant
I read the values from the framebuffer with
All alpha values turn out to be 1.
well, that’s not the problem.. Do the colour values get read right?
Sorry, that’s not my problem. I know how to texture transparent objects,
but I want this alpha value in the framebuffer and I
have no idea how to do this. The alpha values in the framebuffer are
contstantly one after the rendering process.
if you look at the scene, make sure that the quads do have an alpha of
0.6. ie. see if you can see through them. If that’s OK, then it’s a
problem in the reading process.
well, whenever I see communities trying to create games, most of the
time it doesn’t work. It would be worth a try, but I think a lot of
people here are used to working on their own.
I’d be interested though, if it was possible.
I guess it all depends on how well you create your format, and just how
much you can gain by creating your own format. If your format is going
to end up almost exactly like MD3, there’s no point.
I would not really suggest making YOUR own format without taking a look
@ what other formats support.
For example you could strip down those parts of the MD3 model that
support the Shaders (I did because Riva TNT does not support it).
Creating ur own file format might just be a long process and often
would end up making the format itself very cumbersome.
If you intend to use and create the models FOR gamez I suggest you take
a look @ the following models and ignore the rest:
1) MD3 by far one of the easiest.
2) Half Life nice shapes
4) Serious Sam (REAL FAST ONES)
if you plan to use the models for presentations and non real time apps:
1) 3DS (general standard)
2) ASCII (lotsa documentation)
If you read the .plan of Carmac you will realise the number of features
(he talks mostly of the performance as a function of color depth) what
we all fail to realise is that OGL and DirectX have been REALLY made for
OpenGL is a “tru” graphix library allowing the complete Rendering
pipeline to be exposed. DirectX would not expose the rendering pipeline
as such but the hardware apis enable it.
Now that is exactly the reason most of hte colleges/courses teach
OpenGL - it teaches Graphix and not hardware specific routines.
Perhaps the ONE way OGL can beat the DirectX API is by having a
different pipeline mechanism for games and for apps.
That way OGL might just be able to reach DirectX level.
Oh btw DirectX 9 might stay for a long time (gdconf) because M$ is not
going to release a new DirectX library anytime soon.
Might be that this the ample time and the right time for OGL ARB to
just revamp the whole pipeline and redo the processes.
Even that is fine. Otherwise you will have a nightmare trying to assort
those UV mapping and XY corodinates. Besides that other things like the
color of the pixels also give you a bad time.
You could try using
GMAX if u are comfortable with 3DS Max only.
Besides that you might also try Cg if you go a little further for
IMHO independent game development *MIGHT* not be sustainable for a
long time. It might be just a hobby project - but I seriously feel sad
that many of the PPL (read: Geniuses) are just working to ultimately
bring out nothing much of use.
Just imagine what might happen if ID Soft were to go to the LinuX
community and say - OK we release GPL based Quake III (alreayd Quake II
is GPLed) and now on all the engines would be OSS. I can only imagine a
great day going on.
However I still maintain that it would be great if GD Forum starts off
development of @least ONE game - it must be written in OGL/DirectX
whichever the group is ready to work on.
That way we as a forum would have contributed to the GD.
I see that don berto, apex are already working on something similar.
However they are working away. I do respect your comments of FREEDOM to
develop your game/system etc; dont you think it would be a great team if
the two of you get together to create THE SPACE sim?
Who knows - you might make a descent decent…
Hope you take this positiely B)
well, normally setting up material values is part of the artists job,
and he reads/exports them directly from his prefered 3d application, say
3dsmax or so..
I am working on a Game Audio Engine to be implemented in another Game
Engine. I am currently using DirectSound & DirectMusic and I think its a
good librairy to do the job. I recommend you to use this librairy.
Especially if you are already using DirectX for your game engine. :P
Actually I haven’t used DirectSound as of yet, but I’m planning on doing
so for my engine which is currently under development :D
Here’s a book that I have purchased and is very good if you want to
start programming with the DirectSound & DirectMsuic librairy. And it
can be a very useful tool for any advanced programmer too.
This book is a must.
If any of you knows this book tell me waht you think. :blush:
I cant say exatly where but there definitely exists such a resource. I
remember i was reading a book on 3D programming, something like 3D
Graphics Programming with openGL, or something, and they had such a
reference, otherwise, google it.
Can i just make 1 comment: there are so many people developing “Game
Engines”, sometimes they actually finish as well (rarely). The very
disappointing thing is that VERY VERY few people actually go on to make
a decent polished game with their engine. And this doesnt mean just a
character being able to run through a level and maybe shoot a gun at a
wall. A game as in a proper game. It is far far harder to actually make
a game than it is to make an engine.
BTW, im currently working on things like a model loader, an advanced
particle system, a terrain engine, they arent really part of a single
game engine, but some time in the future i might put together a game
engine using these parts and actually try to make a game.
I, too, am working solo [as of right now] on a ‘space’ engine. it will
be geared towards encapsulating space as a void and space as in terrain.
at the very moment, I’m working on my own modeling/skeleton system that
will be used by the engine. I spend pretty much all of my free time on
why I work solo:
I like the control I have over it’s development - I get to say what
gets included and what doesn’t. granted, it’s only me. I mentioned above
that I’m doing this solo as of right now. one of my best friends is
interested in helping me but he’s trying to accomplish his own little
project before he offers me any help. we share the same interests and
have a similar thought-process so it would be cool to have him on the
‘team’. it would be nice to have some help too.
what will I make of it:
the way the engine is designed, it’s open for all types of games or
simulation-type applications. as of this moment, the type of game I’ll
probably use my engine for is between FPS or RTS. I have ideas of making
hybrids of both as well as other types of games.
I’m a full-time undergrad student so needless to say this isn’t going to
be completed anytime soon. I started the engine in february of 2002
which included mainly design. I’m constantly looking over code to see if
I can simplify or clean it as best as I can.
good thread :yes:
I got this from gametutorials.com! :D That was a long time ago, now its
grown pretty big.
ARB_vertex_program is hw on gf3+ (without all mx craps)
ARB_fragment_program is r300+ only (radeon9500 and bether)
am I right in thinking that only the ATI Radeon 9700 supports arb_vp in
hardware? or is that arb_pf. I seem to remember that the GF4 can’t do
one of them, and I felt cheated because I only bought it so that I could
do them :/