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Amithran 101 Feb 11, 2003 at 17:01

@apex

Have you tried the D3DXCreateTextureFromFileEx function with the color key?

Unfortunatly that damn call takes like 14 parameters. The quick and easy way to do it, is to use D3DXCreateTextureFromFile(). What you need to do though, is open your image editor and MASK the areas you want transparent, then invert the selection (effectivly MASK’ing what you want visible) go to the chanels panel (or how ever your editor manages channels) and make sure that masked is saved as Alpha mask. Save the file as something.tga . Targa files save the mask..

The sprite should now be transparent except for what is masked.

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PixelDuck 101 Feb 11, 2003 at 16:54

Hmm… I find the idea of a gaming package quite un prof. :blink: But the thing is that many people want their product ready fast (the industry at large tends to like that :P) and I generally have nothing against it, but I find it quite daunting that the comming generation of graphics programmers (system programmers in general) won’t really know the low-level stuff and will lack the skill to go down into the dirt to fix something they find poorly implemented, if they even notice it… I my self am quite worried, that I’ve never writen a rasterizer my self, I’m sure I would be able to do, but it still bugs me that I actually started at too high a level :unsure: Still I think that I’m at a very much lower level (or higher to be exact :P) than many of the people that would use these kind of packages (like glut) would be. I’m not totally sure about the stuff in the package beeing advertised, but I think that even DX9 without any such tools is too much filled with tools. I know I don’t have to use them, and for the most part I do leave the extensions out of my code, but it still bugs me :D

Just my honest opinnion B)

Cheers!

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Arthur_Dent 101 Feb 11, 2003 at 15:37

opengl.org

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Prock 101 Feb 11, 2003 at 15:08

comp.graphics.algorithms

In response to Octree Questions
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Prock 101 Feb 11, 2003 at 15:06

I’ll have a go at this one. Correct me if I’m wrong.

1) From your description.. each leaf will have a list of objects contained in that leaf. Wont each object have its own list of vertices and materials (which can be accessed by one simple pointer dereference)?

2) why would you duplicate your object? 2 nodes can point to the same object. Or perhaps the parent node should contain that object.

3) Only create the children nodes as you need them. i.e. you shouldn’t create every single child node for the “large” node because the node doesn’t contain anything. This also depends on memory issues. The tree could potentially take up a lot of memory if you create every node initially.

4) perhaps you can consider one “particle system” as one object. not as a million small objects.

In response to Model Editing
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Arthur_Dent 101 Feb 11, 2003 at 14:55

GeForce2- quite like it. Also have a TNT2 waiting for a machine.

In response to Good OGL books
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Arthur_Dent 101 Feb 11, 2003 at 14:52

I’d say the Red Book and the Nehe tutorials would be all thats needed.

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Prock 101 Feb 11, 2003 at 14:14

You could use an alpha mask

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DarkLight 101 Feb 11, 2003 at 05:25

I found it from www.opengl.org
And I am really happy that I found it!

In response to Game Promoting...
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dk 158 Feb 11, 2003 at 03:21

This site might be what you’re looking for:

http://www.gametunnel.com/html/index.php

In response to point to a polygon
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dk 158 Feb 11, 2003 at 03:16
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shezan 101 Feb 11, 2003 at 02:32

i’m not sure if this is what you are looking for, but glIsTexture() will determine whether the texture has been created. As to whether it is loadedin graphics memory (VRAM), i dont think this is possible because there is no function in openGL to actually instruct the driver to put the texture in VRAM (as far as i know). The only method I can think of that would force a texture into VRAM is glBindTexture() which basically makes the texture “current”. You can use glGet (i think) to retrieve the current texture

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dk 158 Feb 11, 2003 at 02:10

Have you tried the D3DXCreateTextureFromFileEx function with the color key?

In response to Zooming
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donBerto 101 Feb 10, 2003 at 15:48

interesting point.

the fewer the number of objects in space, the easier it is to translate the objects instead of recalculating the perspective matrix. the greater the number of objects, the more likely that it will be eaiser to recalc the perspective matrix than it is to translate all the objects.

of course, you can come up with algorithms the decide which of the two OR maybe even make it so that if you just translate, to only translate in the view frustum.

cheers.

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CyraX 101 Feb 10, 2003 at 15:35

What ufnction are you using to load the memory.

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CyraX 101 Feb 10, 2003 at 14:46

I found this forum amazing. Lotsa stuff being discussed is quite relevant and above all, its not been reduced to mere chat play ground.
Its difficult to find forums where we can actually get to see serious stuff.

In response to Zooming
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Morgoth 101 Feb 10, 2003 at 13:16

@Yau

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.

Correct me if i’m wrong, but performance-wise it’s usually much heavier to recalculate the view (projection e.t.c) matrices than perform translations in model-space. I’m not quite sure about the actual performance impact, but, well, fps’s don’t do it that way :-)

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shezan 101 Feb 10, 2003 at 09:17

i also had the same problem when i was rendering my heightmap (ie, i had overlapping triangles in different octrees), but i didnt bother splitting them since my octrees were quite small

however, to prevent them from overlapping, i added a variable called “nRenderCycle” for each triangle. inside my draw function, i increment a global RenderCycle and for each triangle:

if (tri->nRenderCycle != global_render_cycle)
{
  // Render the triangle

  tri->nRenderCycle = global_render_cycle;
}

This way, whenever the renderer sees the same triangle in another octree, it will not render it…

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shezan 101 Feb 10, 2003 at 09:07

rather than checking with triangles in the view frustum, i think it would be better to only check in the octree where your camera is located, and also the octrees that are directly next to it… so whenever the camera moves, you need to update the “current octree”… this has 2 advantages

  • you can still check triangles on the side or behind
  • you dontneed to check with triangles that are far away (but still in the view frustum)
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terminate 101 Feb 10, 2003 at 06:16

The voices in my head told me about it.

In response to hehe
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Amithran 101 Feb 10, 2003 at 01:38

Win/lose possibilities have been disabled for testing as of right now. I’m setting up the menu system, and I’ll have a new demo ready to release then.

In response to hehe
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dk 158 Feb 10, 2003 at 01:36

Very nice graphics. Very impressive. You have an executable demo one can try out?

In response to hehe
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Amithran 101 Feb 10, 2003 at 01:30

I’m currentlly developing a nibbles/snakes clone in directX for fun.
wormscreen.gif

In response to hehe
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dk 158 Feb 10, 2003 at 01:27

Nice to have you here in our forums. We really need some DirectX developers to help out with answering questions and other stuff.

Welcome to DevMaster, a community-driven game development website of posts and resources!

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