Search found 79 matches
- Fri Jul 02, 2010 5:22 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
after working on a demo that works in the same manner in debugging i found that i was accidentally creating the buffers and texture _after_ drawing. from that i thought i would check when i was drawing in my editor and it turns out it was poorly placed. after fixing that, the framebuffer worked! the...
- Wed Jun 30, 2010 12:08 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
So how did you fix it? i forgot to set the "context" before drawing as each opengl widget has it's own. in the constructor, the the context is created and bound. the result was that the last widget created was the only one to have the context it needed bound. it was a one line fix. :D i p...
- Sun Jun 27, 2010 12:50 am
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
- Fri Jun 25, 2010 8:02 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
i seem to have found the root of the latest display wonkyness. this is a small opengl demo with two copies of the same widget. both panes "should" be identical. :? http://adaptivetime.com/qtglxdemo.png however, the current code is for X11 only, so you windows and mac people are screwed. :D
- Thu Jun 24, 2010 9:20 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
while qt has it's own opengl module that can do fancy stuff, it also limits what you can do. unfortunately, the widget creates a framebuffer for itself and so when i made one of my own, there were some conflicts and the result was update wonkyness, i have finally managed to make it so that there is ...
- Mon Jun 21, 2010 12:49 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
ok, so mooz explained to me that that all the tiles should be on a single texture which is where everything got screwed up. it's doing the same trick as the single multiple images from a single image using css. anyway, i FINALLY got a framebuffer to display SOMETHING. http://adaptivetime.com/zeditqt...
- Fri Jun 18, 2010 6:02 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
You can have multiple textures! The code will more or less look like this: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texId[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texId[1]); glBindBuffer(GL_ARRAY_BUFFER, vboId); glVertexPointer(3, GL_FLOAT, 64, BUFFER_OFFSET...
- Fri Jun 18, 2010 2:32 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
If you have multiple texture coordinate per vertex use glClientActiveTexture(GL_TEXTURE0+texUnit) before calling glTexCoordPointer . And you can have one big VBO that stores all your data (vertices and texture coordinates). The last parameter of gl[Vertex|Normal|Color|TexCoord|Whatever]Pointer is t...
- Fri Jun 18, 2010 12:30 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
from what i see, a VBO can only handle one texture at a time, meaning i would need to use 256 VBOs.MooZ wrote:If you want speed you can try VBO (vertex buffer objects).
Here's a little doc.
please say i'm wrong and cite and example.
- Wed Jun 16, 2010 4:38 pm
- Forum: PC-Engine
- Topic: ZEdit: the ultimate PCE dev tool
- Replies: 54
- Views: 87844
Re: ZEdit: the utilmate PCE dev tool
i was looking into some alternatives to framebuffers today when i ran across a forum thread titled " glLists - why the hell is it faster to have multiple glBegin(GL_TRIANGLE) than one?!" to which i had to see... because i've been using glLists. as it would turn out, glLists lack optimizati...