Search found 79 matches

by Gravis
Fri Jul 02, 2010 5:22 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

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...
by Gravis
Wed Jun 30, 2010 12:08 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

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...
by Gravis
Sun Jun 27, 2010 12:50 am
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

Re: ZEdit: the utilmate PCE dev tool

yay!

Image
by Gravis
Fri Jun 25, 2010 8:02 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

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
by Gravis
Thu Jun 24, 2010 9:20 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

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 ...
by Gravis
Mon Jun 21, 2010 12:49 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

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...
by Gravis
Fri Jun 18, 2010 6:02 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

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...
by Gravis
Fri Jun 18, 2010 2:32 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

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...
by Gravis
Fri Jun 18, 2010 12:30 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

Re: ZEdit: the utilmate PCE dev tool

MooZ wrote:If you want speed you can try VBO (vertex buffer objects).
Here's a little doc.
from what i see, a VBO can only handle one texture at a time, meaning i would need to use 256 VBOs. :?

please say i'm wrong and cite and example. :(
by Gravis
Wed Jun 16, 2010 4:38 pm
Forum: PC-Engine
Topic: ZEdit: the ultimate PCE dev tool
Replies: 54
Views: 48178

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...