In response to Good OGL books
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101 Feb 09, 2003 at 23:37

Ah at last i can reply!!! tsk @ server or summet ;)

ahem - thanks for the info all, will try and take a look at some of these before buying :)

oh, and those NeHe tutorials are nice too!

Cheers

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101 Feb 09, 2003 at 23:22

Gamedev.net front page, advertising the contest going on. Like the cat, curiosity took hold of me.

In response to Game GUIs
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101 Feb 09, 2003 at 23:20

Hrm, truthfully if it’s a GAME gui, I tend to write my own. Taking the time to write your own gui is fruitful becuase if you object orient it correctly, you can use it over and over in any games you create only having to make artistic changes, and maybe a few function changes. Also, it won’t matter what type of windows your using, if the game runs on the system, then so does the game gui. It seems complicated, but really the concepts are pretty simple and reproducing desired gui’s can be easy if you have a solid Idea of what your looking for when you start.

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101 Feb 09, 2003 at 22:39

I don’t think theres really a LACK of DirectX tutorials. DirectX is (after you learn it) really strait forward. And there are plenty of tutorials that can teach you how to do something a certain way, it’s just that afterwards, you have to use your intuition to use it create things YOU want. It’s all a matter of learning, and then applying.

Now, I’m not a big book buyer when it comes to how-to’s, but I do have a fair ammount of them. I get them from freinds / family that got them for classes or self bennifet. And if you don’t know any one into computers, there are always cheap books at used book stores. I have several OLD how-to books (including a whopper of a book: Using HTML 2.0 ), and why it is out dated, it’s still very useful/fun to read. The books themselves act as SYNTAX references. Thats what programming really boils down too, after you learn the logic part (if/loops/etc).

I recomend trying to find a DirectX book ( I got The Zen of Direct3D Game Programming that I use for quick references every now and then ) to use learn from, or even learn to use the DX SDK Documentation. THe documentation is an incredibly powerful resource once you understand how to get what you need from it. HowTo boooks are (in an abstract example) pretty wrappers for documentation. This is very important, and I strongly suggest you take your time to familiarize yourself with the SDK help files.

Heres a couple of links for DirectX tutorials that I use/used for help: (NOTE Some are not DX specific, but programming methodology)
http://www.flipcode.com/

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101 Feb 09, 2003 at 21:02

opengl.org

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101 Feb 09, 2003 at 20:57

hm.. smells like a texture manager.. not?

In response to Game GUIs
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101 Feb 09, 2003 at 20:48

hm.. i remember a window-skinning tutorial on www.flipcode.com.. some time ago.. dunno if you find it useful

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101 Feb 09, 2003 at 20:28

“tutorials are for newbies”..

well.. this said, i could get flamed. but the trick is, get over it. its more important to be able to read helpfiles and documentations than tutorials. there is simply stuff no one has did yet. but every library is documented. espencially the microsoft libs are great documented. they have examples, and even some tuts on msdn, but most you learn from the documentation itself. the “how to use the api” at least. and the rest.. well.. actually there are a lot of books about how to develop game stuff in dx. hadn’t had one myself, but read some of friends..

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101 Feb 09, 2003 at 20:18

its actually called GL_ARB_fragment_program and is on all 9500 and bether radeon cards, as well as on all one day available nv30+ based (gfFX based) cards. dunno wich ones there will actually come out, nvidia is in huge troubles to get something out. looks like their flagship, the only one beating a radeon9700pro, got canned.. dunno..

and then there are others.. basically every card fully supporting dx9 can do it.

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101 Feb 09, 2003 at 20:12

not yet. in a month or so, i think.. we’ll see.. at least the gfFX seems to be canned:D

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101 Feb 09, 2003 at 20:07

and? microsoft gamedev section even develops for ps2 and such..

and it would not be dx, just managed dx. big difference..

In response to Zooming
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101 Feb 09, 2003 at 19:26

the non-glu way is to use glOrtho and glMatrixMode

here are references to both:

http://www.cevis.uni-bremen.de/\~uwe/opengl…MatrixMode.html

example:

void window_scene2D()
{
glViewport(left, top, width, height);
glOrtho(left, right, bottom, top, near, far);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
/////////////////////////////////////////
void window_scene3D()
{
glViewport(left, top, width, height);
glMatrixMode(GL_MODELVIEW);
glOrtho(left, right, bottom, top, near, far);
glLoadIdentity();
}


remember, in glMatrixMode, you can only get the effect of zooming in or out with GL_MODELVIEW. only use GL_PROJECTION to do non-zooming effects like a menu system or the like.

If I offended you with any of this, please accept my apologies. I’ve seen way too many questions as to why people can’t zoom in and out and when they show their code, they’re using GL_PROJECTION.

cheers.

In response to DirectSound issues
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101 Feb 09, 2003 at 19:23

I currently have Dx8.1
I tried to reinstall my sound drivers a few times , but non of them fixed the problem.
I think I might have not downloaded the currect driver version , although it seems unlikely.
Is there a way to check what type of sound driver I have so I will be able to download the currect drivers?

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101 Feb 09, 2003 at 19:09

opengl.org or flipcode.com. probably opengl.org.

• *
In response to DirectSound issues
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157 Feb 09, 2003 at 18:49

I think the problem is that your Sound Card drivers are not installed (or not installed properly). Check the device manager, and see if you have an excalmation mark on your sound card.

If you see that your sound driver is installed, try removing it from the Device Manager and hitting refresh to reinstall it.

I hope that helps

In response to Model Editing
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101 Feb 09, 2003 at 12:52

There’s a difference between model editors and level editors. Use a model editor to create models, like monsters etc. Use a level editor to create the ‘static’ scene in which the monsters live. You could check out:

Delgine Site

That’s the site of me and my team. We’re working on a easy-to-use level editor (opengl too) which can be used in 3d projects like yours and has very easy-to-follow fileformats.

Bye,
Jeroen

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101 Feb 09, 2003 at 12:11

Maybe u can look at the OpenGl error codes. I’ve never looked at this problem before ut I’m pretty sure there’s an error code if u try to display a texture map if there isn’t actually texture loaded for it.

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101 Feb 09, 2003 at 11:05

I heard about this site from www.opengl.org. So I thought coooool I got ta check it out.

In response to Zooming
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101 Feb 09, 2003 at 11:00

Actually u can zoom with OpenGL by altering ur viewing matrix using the gluPerspective(..) function.

The actuall function parameter is as follows:

void gluPerspective(
float angle, // the viewable anlge infront of the camera/eye
float aspect, // typically width/height of window or screen
float near, // min distance from camera that is renderable
float far, // max distance from camera that is renderable
)


To do zooming the first parameter is the one u wnat to alter. The smaller the angle u specify the greater the zoom. Try experimenting and u’ll see this in action.

The advantage of using this technique over the one above is that u won’t get into a situation where u zoom past an object because u aren’t actually repositioning any objects.

The disadvantage is that everytime u want to zoom or animate zooming and zooming out u have to recreate ur perspective viewing transformation. Well this isn’t too bad.

In response to DirectSound issues
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101 Feb 09, 2003 at 09:48

what version of directX do you have?

In response to Zooming
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101 Feb 09, 2003 at 09:43

there is no way to really ‘zoom’ in OpenGL. The camera stays at 0, 0, 0 looking along the z axis. Everything else moves around it. The best way to zoom out object a is to translate it further away, eg.

glTranslatef(APosX, APosY, APosZ);
glTranslatef(0.0f, 0.0f, -Zoom);
DrawObjectA();

then as zoom increases, the object gets further away

watch out though, anything drawn after that will be ‘zoomed’ as well.

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101 Feb 09, 2003 at 09:36

the best way to do it would be have a boolean flag in your code, and set it to true when the texture is loaded. I don’t know of any way to check in OpenGL if a texture is loaded

In response to Game GUIs
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101 Feb 09, 2003 at 09:32

personally I’d create it in an API, like OpenGL or DXGraphics. It may not be the most efficient way, but it lets you do some really good effects.

Other than that, try having your GUI as a set of pictures, and load them and display them in MFC. I don’t know how to do that, I’ve never used MFC.

In response to Index Buffers
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101 Feb 09, 2003 at 09:29

If you have correctly generated indices, then why don’t you write the result to a file? that way the next time your program runs it just reads it from the file and goes.

You might want to write a small app to simply generate index buffers, write the file and exit.

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101 Feb 09, 2003 at 09:23

I’d say that tutorials for OpenGL are hard to write. However, I think for DirectX there seem to be more references than tutorials. I believe there are some tutorials in the DX SDK.

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