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Here's a pretty cool OpenGL demo...
#31
What a speed-up, i now get 2fps.

screw you all with decent graphics cards :p.
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#32
Quote:What a speed-up, i now get 2fps.

That is a speed-up. From .5 to 2 fps is like a 400% increase.
ature has its way of warning a person away from danger: The distinct black and white coloration on a skunk, the chilling buzz of a rattlesanke, a redneck handing you his beer and saying "Watch this!"
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#33
Wow, thanks guys! I've never had this much response before. Tongue

I guess I'll have to stop sending the OpenGL/Glu dll's with my stuff. I can't even remember where I got them now. What about SDL? That will still need to be included, right?

Oh yeah, those are Lightwave 7 models. I've got tons of stuff already done, but I need to add a bunch of code to the program to process object handling & stuff... like carrying stuff around, pushing buttons, projectiles, etc... :wink:
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#34
You could always point the people to:

http://www.libsdl.org

for the latest sdl.dll download. That way you're not actually having to include anything extra in your package other than the program and its direct support files.
ature has its way of warning a person away from danger: The distinct black and white coloration on a skunk, the chilling buzz of a rattlesanke, a redneck handing you his beer and saying "Watch this!"
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#35
I renamed the opengl32.dll to *.old and the game goes as fast as it should.
color=red]Look at you, Hacker. A pathetic creature of meat and bone, panting and sweating as you run through my corridors. How can you challenge a perfect, immortal machine?" - Shodan, AI at Citadel Station orbiting Earth[/color]
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#36
I added a 2.8MB lightwave object in place of the spaceship object and hard-crashed the program. Whoops. Big Grin I have no idea how your object loader works anyways. Sad
I'd knock on wood, but my desk is particle board.
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#37
Quote:I added a 2.8MB lightwave object in place of the spaceship object and hard-crashed the program. Whoops. Big Grin I have no idea how your object loader works anyways. Sad


:lol:
I used to do that all the time with other programs... like Half-Life.

Basically it just loads the raw vertices, then the face(n).P(n) is just an index to the list of vertices. I got the basic info from here:

http://www.wotsit.org/download.asp?f=w_obj

I've been toying with the idea of coding a Lightwave (.lwo) loader, but I've been too busy with alot of stuff to mess with it much, and the .obj loader works ok.

If Poser has on "export .obj" function, you could use that. It's been a long time since I used Poser and I can't remember.
:roll:
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#38
Oops, excuse me...I meant to say Wavefront objects, not Lightwave objects. D'oh. Maybe that's why it crashed. I'm not familiar with all the object formats anyways...Poser can export Wavefront obj's and Lightwave lwo's. But then I tried a smaller Wavefront obj (like 22kb) and it didn't even appear. Perhaps I need one of those converter thingos...
I'd knock on wood, but my desk is particle board.
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#39
Those objects are actually huge though... Each room is about 1km! :lol:

Try making your object alotbigger and see if it works then. Wink

Oh, and make sure that all the polys are triangles. It was too much of a pain trying to write a loader that accepts any polygon, so I just made it for triangles. Plus, it was originally coded in QB, for DirectQB & CosmoX triangle routines. Wink
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#40
o_O
Now this is one of the reasons I wanna learn OGL

Are there any BEGINNER beginner tutorials on OGL somewhere
on the net, I've found NeHe's but it goes through a lot of windows
stuff first, which doesn't really make it easier.
everybody seems to recommend "the blue book of OGL" (or was it red?)
Is it good?
/post]
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