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Messages - bigsofty

#2536
GLBasic - en / INLINE calls
2007-May-17
Quote from: bigsoftyRemoved some bits and edited the headers... down to a few errors... Ill continue to try and fix them tomorrow...
Not happy with my current headers... they work but I'm not happy with there compatibility (lots of edits t get working)... does anyone have a zip file handy with all the headers for C99? What worries me is that the headers may not be cross platform compatible, since some headers I've looked at seem to have different Defines for different O.S. and my will be on at least 3 platforms...

Also...

Im using standard OpenGL types... GLuint, GLbyte, etc... via typedefs inline, is this OK, I noticed you dont use them Gernot (maybe because you know them off by heart ;))?
#2537
There all actually additive, I use my own openGL blending inline commands. Anything dependant on the the ZBuffer for blending has this problem unfortunately... this covers a LOT of the blending modes when in 3D.
#2538
GLBasic - en / INLINE calls
2007-May-15
Ah, thank you, I forgotten about that example! :D

EDIT: Ah, its actually  new one... doh! ...thanks again bud ;)
#2539
GLBasic - en / INLINE calls
2007-May-15
Small question... where to you store your textures Gernot(array of GLuint), I would like to load my own textures and use the OpenGL texture ID from within GLBasic?
#2540
GLBasic - en / INLINE calls
2007-May-15
P.S. I've been getting this error quite a bit over the last couple of days, when posting Gernot...

"Internal Server Error
The server encountered an internal error or misconfiguration and was unable to complete your request.

Please contact the server administrator, service@webmailer.de and inform them of the time the error occurred, and anything you might have done that may have caused the error.

More information about this error may be available in the server error log."
#2541
GLBasic - en / INLINE calls
2007-May-15
My biggest problem is that GLBasic seems to do an automatic type conversion mystring_Str and DGInt for example, which makes them incompatible with these system calls?
#2542
GLBasic - en / INLINE calls
2007-May-15
Removed some bits and edited the headers... down to a few errors... Ill continue to try and fix them tomorrow...
#2543
GLBasic - en / INLINE calls
2007-May-15
:( I cant get this to work, no matter what headers I try, I've tried djgpp,mingw (gcc), PelleC, etc... stdio.h but they all throw up errors on compilation... each header has different errors.

I placed them in ..."\Program Files\GLBasic\Compiler\platform\Include"...
#2544
GLBasic - en / INLINE calls
2007-May-14
Aha, so thats how its done! :)

Thanks Gernot, Im learning C as need be for GLBasic... do I need the standard .h file that is supplied with GCC or will anyone do? If so, does it need to specific to the compiler version?

Many thanks,
#2545
GLBasic - en / INLINE calls
2007-May-14
Code (glbasic) Select
INLINE
bool LoadFile(char *filename)
{    
return true;
}
ENDINLINE
ENDFUNCTION
How do I call the above inline C subroutine from GLBasic with the correct parameter and types...?

Also...

Where do I put my...
Code (glbasic) Select
#include // Header File For Standard Input / Output
#2547
GLBasic - en / x_sprite
2007-May-07
May I suggest a speed up for x_sprite.

Rather than calculate the view angle every billboard (X_Sprite) individually, is it possible to have the option to use one global angle for every billboard in a scene. I realise this can cause some slight visual quirks but as each x_sprite needs a view to camera angle calculation, this gets expensive when using thousands of billboards (particles).

My particle system is quite efficient but Im getting slowdowns at about 1000 particles... in C and straight openGL, I can hit 10000 particles...
#2548
Outa town at the mo... will post a couple of screenies when I get back...
...hmmm, you cant attach images here... better find a host...
#2549
Quote from: mikiex
Quote from: bigsoftyI've removed the alphablending from the particles for now and concentrated on the functionality.

The problem is simple but hard to  fix.

If you make an x_sprite alphablended and do not display them (that is from back to front) in the correct Z order (usually the GFX card does this for you, but not when alphablending is on), then the usual depth sorting that OpenGL does for a scene simply gets messed up. Objects appear in front of objects, when they should be behind and in this case, blending does not work properly because the Z-buffer is messed up.
I understand the problem, its something game developers have lived with for a long long time,
I just might be able to show you how to minimize the artefacts
Anything you can add would be appreciated Mikie ;)
#2550
I've removed the alphablending from the particles for now and concentrated on the functionality.

The problem is simple but hard to  fix.

If you make an x_sprite alphablended and do not display them (that is from back to front) in the correct Z order (usually the GFX card does this for you, but not when alphablending is on), then the usual depth sorting that OpenGL does for a scene simply gets messed up. Objects appear in front of objects, when they should be behind and in this case, blending does not work properly because the Z-buffer is messed up.