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| 07 May 2012 08:57 AM |
I got my renderer render a white triangle (cant adjust color lolo) by sticking a VBO in the first vertex attribute array index watever of the fixed function pipeline (=just the vertex positions)
durr.
I have yet to write a shader object, a program object (to hold dem shaders), a texture object and then a ton of random methods and stoof as i need them. |
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| 07 May 2012 09:03 AM |
| this is pretty basic, not an advancement, you should already have done this |
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| 07 May 2012 09:18 AM |
o rly.
Anyways, it only works with 1 triangle but not with 2 o,e |
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| 07 May 2012 09:25 AM |
yarly
well you keep at it until it works with two, maybe then will I recognize you as a goddess. |
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| 07 May 2012 09:29 AM |
Dat fixed function pieplien is scary i edit numbers and it either doesnt show either of 2 triangles or they just resize in random directions.
Stupid fixed function pieplien... |
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| 07 May 2012 09:30 AM |
| It works with 2 in 50% of the cases if you dont mess with the depth in which cases it usually just works with 1. |
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| 07 May 2012 11:00 AM |
Well, for the rendering thing...
Make a particle render system like the one in (I forgot the name) but it's Euclid-something
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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| 08 May 2012 11:23 AM |
ANOTHER BREAKTHROUGH!
THIS IS THE GOLDEN AGE OF COMPUTER TECHNOLOGY
i can now make programs and has vertex and fragment shaders. I also realized c++ fails because there is no multi-line string so i had problems and had to add \n so the shader wouldnt thing the whole thing is a part of the #version 140 thing |
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| 08 May 2012 11:28 AM |
I was thinking of trying to make a thing that renders octrees by using a circle billboard for each voxel, but pretend like its a ball and write depth for it.
Does that sound like a good idia? |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 08 May 2012 05:05 PM |
| Wat. I've done this like 5 times from scratch, it's no big deal. Why are you even posting about it? |
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| 08 May 2012 05:12 PM |
^ wow me and NVI finally agree with each other. |
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Aerideyn
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| Joined: 16 Jan 2010 |
| Total Posts: 1882 |
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| 08 May 2012 05:21 PM |
i built a 3d gui rasterizer in roblox.. has color and normals and all that good stuff..
though i can't run at more than 100X100 pixels without a big slowdown.. how oysi made his go so fast is beyond me.. |
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Oysi
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| Joined: 06 Jul 2009 |
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| 09 May 2012 08:08 AM |
But dudddd....
Im too lazy and unmotivated to do anything in C++ cuz ther no visible results so this big achievement for me. k. |
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| 09 May 2012 08:10 AM |
| Oh this was in C++? Then it is a huge triumph in _your_ journey to the end. |
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| 13 May 2012 07:24 AM |
| Omghax now i can has ugly textures! And can only use a single texture because my renderer is badly designed! woo |
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| 14 May 2012 08:05 AM |
GOGMOMOGMOGOGMGGMO
i made 512^2 texture and set
r=i%255 g=(i+j)%255 b=j%255
for each pixel where i and j are the iteration thingys
and added 1 to r and b and removed 1 from g every frame and streamed that to the texture, it made epic pattern that looked awsum.
now to make epic laggy CPU raycaster k |
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| 14 May 2012 09:10 AM |
It only runs liek 50 FPS with 2000*1000 texture and takes liek 20% computin power.
Tho its in debug. But its mostly opengl. But i also add 1 to all the pixel color components of the texture before updating it to de GPU.
Maybe i need a PBO liek object, need to research opengl moar. |
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| 19 May 2012 06:41 AM |
OpenGL? Ew...
DirectX is better, even withstanding all the hipsters who think that Microsoft is a "bad company." |
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| 19 May 2012 08:00 AM |
@moronic
but de opengl is used on more platforms and thus it must be designed better.
and microsoft stuff always calls 9001 microsofts laggy functions and they call stuff weird names so i dont understand how the thing is designed.
k?
k. |
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