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That will never happen, no chance of that
If the crap i did in qb doesn't impress, then nothing will.
Sterling: Not quite, the routines aren't dynamically linked. So there are no function pointers in the actual class structure.
oship me and i will give you lots of guurrls and beeea
Posts: 3,279
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Bleh, who cares about impressing people. The fact that UGL not only raised the standards for game design plus was the first clear-cut sign of QB's and MSDOS's age in general is proof enough that you did something great. Let's face it...when UGL came out, it was so advanced that many people dropped QB in favor of Windows-based programming where they could come close to UGL's capabilities. While this might have hurt "QB" in general, it greatly helped many individuals. And now with FB being "the QB for Windows", people could finally be able to do all the things in UGL that they couldn't do in QB. So I say go for it man.
I'd knock on wood, but my desk is particle board.
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Go for it Blitz. ;*)
So for Tri's you'd do a d3d/ogl wrapper?
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Oh yeah, this is the year of basic!
Quote:Heh. Maybe then you'll get some more respect from the guys around here
I don't know about anyone else, but i have high regards for Blitz. What he did with UGL and Quake Renderer impressed the hell outta me.
Jumping Jahoolipers!
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Don't do it, it's a crap idea.
Screw** these guys, think about your life.
** I mean that in the nicest possible way
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Seems like there is some interest.
Well rel, unfortuneatly, hardware design is somewhat different then ugls free surfaces. Hardware needs to have textures in video memory, thus they have to be uploaded to the card. And that means that they can't be manipulated after that unless uploaded again. It wouldn't be very effecient at all to try to integrate that into ugl. =|
oship me and i will give you lots of guurrls and beeea
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My card has an option to use (n)MB standard ram for extended video memory. Is it possible to do something similar to that?
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Nothing of particular, but i wanted to show you guys how simple µGL32 is. To get this
This is all the code that was needed. It really just 8-9 lines if you remove all the comments and whitespace.
Code:
//
// Init µGL32
//
if ( uglInit() == false )
{
MessageBox( NULL, "0x0000, uglInit failed...", "Error", MB_ICONERROR );
return 0;
}
//
// Set video mode
//
pVideoDC = uglSetVideoMode( 8, 640, 480, 0 );
if ( pVideoDC == false )
{
MessageBox( NULL, "0x0001, uglSetVideoMode failed...", "Error", MB_ICONERROR );
return 0;
}
while ( true )
{
//
// Clear screen
//
pVideoDC->Clear( 0 );
//
// Rotate and scale triangle
//
for ( i = 0; i < 3; i++ )
{
flt64 x = cos( ang )*vtx[i].x - sin( ang )*vtx[i].y;
flt64 y = cos( ang )*vtx[i].y + sin( ang )*vtx[i].x;
ovtx[i].x = x*128.0f*3 + 320.0f;
ovtx[i].y = y*128.0f*3 + 240.0f;
}
//
// Draw triangle
//
pVideoDC->TriF( ovtx, 185 );
//
// Update screen
//
pVideoDC->Flip();
ang += 0.0005f;
if ( ang > 3.141592653f*2.0f )
ang -= 3.141592653f*2.0f;
}
oship me and i will give you lots of guurrls and beeea
Posts: 602
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omg omg, you posted c code, SPANK HIM!!!
quote="NecrosIhsan"]
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