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Author Topic: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)  (Read 254831 times)

cooldude234

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Re: ScreenShots!!!
« Reply #30 on: November 12, 2011, 10:47:52 pm »

Made some tilt shift blurring, well a fake method of it anyway.
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cre8orexpert

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #31 on: November 13, 2011, 08:02:44 pm »

Hey dude, it's becoming really (useful) cool, good job!

#PS: Loved that blur-like effect.
#PS2: cre8oristhe here ;D
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #32 on: November 14, 2011, 11:25:25 am »

Hey, I haven't seen you around in a long time, and thanks!
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #33 on: November 14, 2011, 04:35:05 pm »

Well I just acquired a netbook with windows 7 32 bit on it from my friend. It will be in my possession for a week or two for some window 7 testing.
So far I got some quads (3d squares) to be rendered but no textures are present, and the order of the depth buffer (may be cause by the glblendfunc I am using) seems to be really out of wack. So I hope to get everything working fine on window 7 machines.
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #34 on: November 15, 2011, 12:14:43 am »

Great News, I got this to run on a windows 7 64 bit machine,
though it was a friend of mines computer that has a decent end graphics card (defiantly not an ati :P )

So everything was up to date on it, though this still means it can run on windows 7, and 64 bit on top of that.
So now to try and get it working on that netbook...
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #35 on: November 15, 2011, 01:00:55 am »

Runs good on Linux, except for the depth buffer not working properly  and one small texture scaling issue.
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #36 on: November 16, 2011, 01:29:35 am »

So pt 1 of my conclusion is that this application, will run on any OS (still haven't tried macs, though I do not care so much for them, mainly just Windows and Linux  ;)), but it has many troubles considering ATI graphics cards, and Intel graphics chips.

So at the moment, anyone using Windows or Linux with high(er) end graphics cards, will be able to run it perfectly fine.
So my current goal is to try and get textures working on Intel graphic's machines.
« Last Edit: November 18, 2011, 03:17:01 pm by cooldude234 »
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TheRetroZombie

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #37 on: November 19, 2011, 11:09:03 pm »

I remember using Cre8or. The only thing I've only managed to make on it was being able to flip a cube or sphere around on a base.
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #38 on: November 26, 2011, 05:44:57 pm »

I got Opengl's Built in lights to work and everything's fully functional.
Things you can do with them are quoted here...

-Create Point Lights
-Create Spot Lights
-Define size of spot lights
-Define the softness of Point + Spot Lights
-Define the colour of Lights (ambient, specular, + diffuse)
-Define the intensity of Lights
-Angle Spot Lights
-Move Lights
-Plus, all of the above can be changed anytime during execution of code
(meaning you can change any states of it while your game is running it)


*starts singing victory song from final fantasy 7*
Dud du duda, da da dada, da du dada duuuuuuu... 
[move] [move]8) 8) 8)[/move][/move]
Anyways, it's time for those famous screenshots time!!!
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #39 on: November 26, 2011, 05:45:47 pm »

And another one...
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cooldude234

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Re: MODELS!!!!!!
« Reply #40 on: November 30, 2011, 05:48:14 am »

Well I learned some more about C++ vector classes, and was able to work on some more of my model loader.
So now, I can officially load up wavefront .obj files.
There's still quite a bit that needs to finished, since it only allows quad faces (square faces), and doesn't support texture coordinates yet (which I've temporary replaced with setting the faces a random colour each) and is glitchy on its normals (but even for that, the lighting seems to react fine with it).
once I get everything working 100% in the .obj format, I make it so that it will load up anim8or files.
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cooldude234

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Re: MODELS!!!!!!
« Reply #41 on: November 30, 2011, 05:49:11 am »

SPACESHIP!
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #42 on: December 22, 2011, 11:41:00 pm »

Well I now have pixel perfect mouse input working using a opengl function call gluUnProject, which basically reverses the matrix (the algorithm for making everything 3D), and is able to translate the mouse's position on the screen, into a 3d position.
Now I did this twice once, close to the screen, once far from the screen, so I have two points. In order to get full ray casting to work with the mouse I need to get the angle in degrees.

So I'm in a bit of a need for help. Does anyone know how to get the angle of two points that are relevant to the world?
Meaning I have two points, and if you were to draw a line horizontally towards from one point to the other, and vertically for the other, the point of intersection would be the third point. Forming a right triangle. Here's a picture to help visualize what I mean.
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Raxx

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #43 on: December 23, 2011, 12:23:53 am »

If you know the distance between the points and the intersecting point,
sin=opp/hyp
cos=adj/hyp
tan=opp/adj

So Angle of Point #1= arctan(distance between point#2 and intersecting point / distance between point#1 and intersecting point)
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #44 on: December 23, 2011, 02:52:02 am »

I tried that before, but it keeps yielding weird results. It must be something that I am doing...
Hmmmm, I'll have to take another look at it.
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