You can subscribe to this list here.
2001 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
(4) |
Oct
(27) |
Nov
(3) |
Dec
(5) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2002 |
Jan
(71) |
Feb
(27) |
Mar
(17) |
Apr
(18) |
May
(2) |
Jun
(11) |
Jul
(2) |
Aug
|
Sep
|
Oct
(11) |
Nov
(12) |
Dec
|
2003 |
Jan
|
Feb
(5) |
Mar
(5) |
Apr
(2) |
May
(3) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(8) |
Dec
|
2004 |
Jan
(2) |
Feb
(1) |
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(1) |
Dec
|
From: <no...@so...> - 2002-10-03 04:21:51
|
Bugs item #617908, was opened at 2002-10-02 23:21 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=412153&aid=617908&group_id=34581 Category: None Group: None Status: Open Resolution: None Priority: 7 Submitted By: Ben Scott (nonchocoboy) Assigned to: Ben Scott (nonchocoboy) Summary: Collision detection broken Initial Comment: Collision detection was broken when the gravity hack was added. If I comment out the line where the gravitational force is added to each body, collision detection works fine again ... The game just isn't any fun when you can't kill the enemy. :( ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=412153&aid=617908&group_id=34581 |
From: Johnathan G. <da...@us...> - 2002-07-15 07:42:19
|
Guys, The 2003 Game Developer's Conference is from March 4-8. The CA volunteer signup probably won't be up for quite a while. The deadline for speakers is approaching however. Check out http://www.gdconf.com for details. Just thought I'd pass the info along. Johnathan PS: Make better games! :P |
From: Chad A. <ae...@ae...> - 2002-07-15 01:46:37
|
> Modified files: > phui/phui Button.cpp FontRenderer.cpp > FontRenderer.h > Log: > Text spillage under the buttons no longer occurs; if you give a button text that cannot possible fit multilined within its height constraint, it will automatically resize to fit the text. Yay! But I would think that it would just clip the text and maybe set a preferred size so that a future layout manager could position it intelligently. (I am with Ben now on making phui match Swing) My instinct says that having setText() modify the size of the widget will make some really annoying and chaotic UIs. :) > Considerations to be made: > > - Does the user always want this to happen? > - If the button becomes larger than the window, the button will flow out of the window. Should the resizing escalate up to the root widget, so that it is resized as well? > - If we resize all of the windows, and still cannot map the text, what to do? > > Anyhow; for now, check out the window and event demos....No more text leakage! :P > > Revision Changes Path > 1.21 +5 -3 lib/phui/phui/Button.cpp > 1.6 +13 -17 lib/phui/phui/FontRenderer.cpp > 1.6 +7 -4 lib/phui/phui/FontRenderer.h > > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/phui/phui/Button.cpp.diff?r1=1.20&r2=1.21&diff_format=h > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/phui/phui/FontRenderer.cpp.diff?r1=1.5&r2=1.6&diff_format=h > http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/isugamedev/lib/phui/phui/FontRenderer.h.diff?r1=1.5&r2=1.6&diff_format=h > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > ISUGameDev-commits mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-commits |
From: Kevin M. <ke...@vr...> - 2002-06-28 18:48:23
|
good list to be on if you're looking for a job, or simply want to get in touch with what's going on. ************************************************************* Info * This has been a DigiPen.edu based mail for the sputnik list - To Join mailto:li...@di...?subject=subscribe%20sputnik - For Removal mailto:li...@di...?subject=unsubscribe%20sputnik - For more information mailto:li...@di...?subject=info%20sputnik - To Post, send the message mailto:spu...@di... for approval ******************************************************************** Sputnik Website http://seattlesputnik.com/ The Seattle area is a hotbed of game development. Gas Powered Games, Humongous Entertainment, Escape Factory, Rad Game Tools, Microsoft Games Group, Valve, Monolith, and many more. With DigiPen, Nintendo and the Xbox group also in Seattle we can truly claim to be one of the top game development areas in the world. visit the site for more... ****************************************************************** -- End. |
From: Lou H. <lh...@ia...> - 2002-06-24 20:14:38
|
Nerds!!!! You know too much!!! Haha, just kidding. Hey, guess what. I'm in Texas interning at TI!!! How cool is that? They caught me by surprise, but oh well, I'm not complaining. That puts a hold on my AirGP project, but I still have enough to demo, and I'll be more than happy to up it to CVS once I get back home. Anyway, you nerds have a good rest of the summer, and I'll make sure to become as nerdy as you are. - Lou |
From: Ben S. <bs...@vr...> - 2002-06-20 22:01:35
|
Patrick Hartling and Kevin Meinert created an "auto-copyright" script that, I think, does what you want. A modified version of the original is checked into CVS in the midworld project. Take a look at the files in midworld/tools/auto-copyright Take a look at it and you can be super cool too! ;) cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Thu, 20 Jun 2002, Brown Joshua L wrote: > is there an automagic way of getting the copyright preamble into the > beginning of very file? > I assume there is I just not super cool enough to know how. > > Josh > |
From: Brown J. L <Bro...@Jo...> - 2002-06-20 21:57:30
|
is there an automagic way of getting the copyright preamble into the beginning of very file? I assume there is I just not super cool enough to know how. Josh |
From: Ben S. <bs...@vr...> - 2002-06-20 21:56:24
|
GPL: If you use GPL'd code, regardless of how, you have to make your code GPL. LGPL: If you use LGPL'd code and you link with it, you can can have any license. If you modify the LGPL'd code, you must make those modifications under the LGPL. cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Thu, 20 Jun 2002, Brown Joshua L wrote: > Could someone explain briefly what the difference is between the different > licenses, and how they can/cannont be used. I'm refering to the LGPL and > the GPL. > > thanks > Josh Brown > > |
From: Brown J. L <Bro...@Jo...> - 2002-06-20 21:52:36
|
Could someone explain briefly what the difference is between the different licenses, and how they can/cannont be used. I'm refering to the LGPL and the GPL. thanks Josh Brown |
From: Brown J. L <Bro...@Jo...> - 2002-06-17 19:16:55
|
I figured out how I want to do it - Nevermind J > -----Original Message----- > From: Brown Joshua L > Sent: Monday, June 17, 2002 2:12 PM > To: 'gdd' > Subject: > > I have a question about how to best structure my classes in the AI system. > Here is my delemna: > > I have a class AINode that has as a private method a queue called myBQ. > also in the AINode there are subclasses, 1 of which is called > InstinctManager. > In InstinctManager the method update needs to update myBQ. What is a good > way > to allow InstinctManager access to myBQ - as well as other subclasses in > AINode. > > j > > Josh Brown > Undergraduate - Iowa State University > Research Intern - John Deere and Co > > |
From: Brown J. L <Bro...@Jo...> - 2002-06-17 19:11:58
|
I have a question about how to best structure my classes in the AI system. Here is my delemna: I have a class AINode that has as a private method a queue called myBQ. also in the AINode there are subclasses, 1 of which is called InstinctManager. In InstinctManager the method update needs to update myBQ. What is a good way to allow InstinctManager access to myBQ - as well as other subclasses in AINode. j Josh Brown Undergraduate - Iowa State University Research Intern - John Deere and Co |
From: Ben S. <bs...@vr...> - 2002-06-14 19:26:27
|
http://www.cs.iastate.edu/documents/hours.html cheers, ----- Ben Scott Research Assistant VRAC bs...@ia... On Fri, 14 Jun 2002, Brown Joshua L wrote: > Does anyone know what the building and lab hours are for atanasoff? > Josh > |
From: Brown J. L <Bro...@Jo...> - 2002-06-14 19:24:42
|
Does anyone know what the building and lab hours are for atanasoff? Josh |
From: Chad A. <ae...@ae...> - 2002-06-03 19:23:43
|
For those of you interested in scene graphs, there was a link to a decent scene graph introduction posted on flipCode today. http://www.ddj.com/documents/s=7217/ddj0207a/0207a.htm |
From: Chad A. <ae...@ae...> - 2002-05-20 07:49:16
|
Here's an interesting use for a neural net... http://members.ozemail.com.au/~dekker/NEUQUANT.HTML |
From: Chad A. <ae...@ae...> - 2002-05-09 14:17:41
|
Is anybody out there interested in holding informal gamedev meetings this summer? I imagine we could just sit around and talk about what we've been working on (since we're done with classes, I know at least a few of us are making a game ;). Anybody want to host a barbeque? Got other ideas? Send us some e-mail! |
From: Kevin M. <ke...@vr...> - 2002-04-24 21:30:04
|
Lou was asking me for some code to sort polygons by. Here it is. It is pretty simple, letting STL do the work for you. There is a little bit of Math, but it is pretty simple. The code depends on the Math library in isugamedev/lib/Math, but you could easilly write your own. The hardest thing to do that I'm not showing, is how to get the rotation component from your camera matrix. It really isn't that hard to do though, just extract the upper left 3x3. #include <vector> // an array of particles std::vector<Particle*> particles; // set up the sorting function (see code below for the functor)... ComparePointProjectionsAlongDirection particle_sorter; particle_sorter.sortDir = camera_rot * Vec3<float>( 0.0f, 0.0f, 1.0f ); particle_sorter.sortDir.normalize(); // sort the sprites (which could be transparent) based on projection // information std::sort( particles.begin(), particles.end(), particle_sorter ); // here is the sort functor that you plug into std::sort // Allows for the comparison of projected point distances // onto a given vector // NOTE: For use with std::sort or std::stable_sort struct ComparePointProjectionsAlongDirection { public: ComparePointProjectionsAlongDirection() : sortDir() {} bool operator()(const Particle* x, const Particle* y) { float xVal = sortDir.dot( x->position() ); float yVal = sortDir.dot( y->position() ); // true if x precedes y in back-to-front sortDir rendering order. return (xVal < yVal); } Vec3<float> sortDir; // 3D Direction to sort by }; // and here is (sort of) what Particle looks like, note the NOTE: class Particle { public: // NOTE: you'd probably rewrite this function to average the 4 // points of your Quad or triangle... Vec3<float>& position() { return mPosition; } private: Vec3<float> mPosition; }; -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2002-04-13 09:17:05
|
I just listened to a neato talk by Scott Collins at Netscape about writing portable code. During the talk, he brought up a technique I'd never seen before. The idea is that you should always declare variables in the smallest scope that could reasonably enclose them. Let's say you have an object that can return a reference to another object. The naive approach (and the one I always have done before) is: class Object { // ... Child* getChild(); // ... }* object; // ... // get a child if we have one Child* c = object->getChild(); if (c) { // did we get one? } The technique Scott mentioned was: if (Child* c = object->getChild()) { } It looks kind of strange at first, but this way, c is in scope if and *only* if it is a valid pointer. You can do something similar with dynamic_cast. Base* b; // ... if (Derived* d = dynamic_cast<Derived*>(b)) { // d is only valid iff b is really a reference to a Derived object } I thought that was really cool. :) Another important concept he touched on was "write what you mean". For example, to test if a string is empty, a lot of people write something like the following: if (str.length() > 0) { // nonempty } Let's say your string is implemented with a C-style, null-terminated, character array. Testing for the empty string by checking the value of its length is O(n), and may take a while for really large strings. Another, clearer, way to write the code is the following: if (!str.empty()) { // nonempty } The implementation of empty() can be O(1), and the intent of the code is clearer. (specifically, here's an impl of empty(): bool empty() { return !mStr || !mStr[0]; } ) You can download the movie in RealPlayer format at ftp://ftp.mozilla.org/pub/mozilla/presentations/cpp-portability.rm You can view his slides at http://www.mozilla.org/hacking/cpp_portability/ |
From: Kevin M. <ke...@vr...> - 2002-04-12 16:32:12
|
unfortunately this wont work when you have a complex scene (like walls dividing rooms). then you wont know if your geom is in front or behind a wall for example... really, you do have to do the sort. but the sort is easy with std::sort... need code? I have some. kevin On Fri, 12 Apr 2002, Lou Herard wrote: > Ok, guys, I did some fishing online, and I found out how to enable > tranparency without having to sort polygons. It does include setting the > glDepthMask variable to GL_FALSE. That way, when OpenGL goes to draw > "behind" something, it looks in the color buffer also, and it blends > properly. And sorry, I haven't gotten Tortoise CVS yet, but I will today, > infact probably right now. But you'll still have to deal with an email > attachment. MWAH-HA-HA-HA-HAAAAAAA (evil grin) > > - Lou > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Lou H. <lh...@ia...> - 2002-04-12 16:25:31
|
Ok, guys, I did some fishing online, and I found out how to enable tranparency without having to sort polygons. It does include setting the glDepthMask variable to GL_FALSE. That way, when OpenGL goes to draw "behind" something, it looks in the color buffer also, and it blends properly. And sorry, I haven't gotten Tortoise CVS yet, but I will today, infact probably right now. But you'll still have to deal with an email attachment. MWAH-HA-HA-HA-HAAAAAAA (evil grin) - Lou |
From: Kevin M. <ke...@vr...> - 2002-04-11 17:15:35
|
fun... :) to sort, you would need to have a data struct of polygons, and you would need to do your own matrix math upon them... then once they are sorted relative to the distance they are away from you, you can traverse the newly sorted list and render each one. the fun part is making your own matrix class, but you can use the one in isugamedev/lib/math if you need... the polygon class can be struct poly { Vec4 color; // could make this [3] or not... Vec3 normal; // could make this [3] or not... Vec2 texcoord[3]; Vec3 point[3]; }; then make a list of them std::vector<poly> vec_of_polys; Matrix4f * Vec3f is defined in the isugamedev/lib/math project... to sort you can write your own, or the STL sort functions... :) kevin On Thu, 11 Apr 2002, Lou Herard wrote: > Ok, but how do I sort the polygons if OpenGL draws them immediately when I > call glVertex? The only way for me to sort polygons from back to front is > if I know the transformed coordinates, but I don't know that until I call > glVertex. Unless there's some other feature of OpenGL that I still don't > know about (which there probably is). > > - Lou > > ----- Original Message ----- > From: "Chad Austin" <ae...@ae...> > To: "Lou Herard" <lh...@ia...> > Cc: "gdd" <isu...@li...> > Sent: Wednesday, April 03, 2002 2:42 AM > Subject: Re: [isugamedev-devel] Alpha blending > > > > Your problem is that, with alpha blending, you can't use the z-buffer. > :( When > > you draw your first polygon, you end up putting initial values in the > z-buffer. > > When you try to draw the polygons behind the first polygon, they don't get > drawn > > at all because the z-buffer says those pixels don't need to be touched > anymore. > > > > The solution to your problem kinda sucks... when you draw alpha-blended > > polygons, you have to disable the z-buffer and manually sort your polygons > from > > back to front. After drawing every solid polygon in the scene, you draw > the > > alpha-blended ones from front to back. > > > > A simple way to do this with your cube is just take the midpoint of each > face > > and sort by its distance from the viewer (or z value, if you're in view > > coordinates). > > > > If you have static, non-intersecting shapes, you can build a BSP tree. > BSP > > trees let you quickly sort polygons from front-to-back, which makes > drawing the > > translucent polys a simple tree traversal. You can pick up a book on > graphics > > (Realtime Rendering is the one I recommend) for more information. > > > > > Ok, now I'm kinda fooling around with transparency (alpha blending) > and I > > > can't get past this nagging characteristic of my program. Maybe someone > knows > > > how to fix this: I started with a box with an open top and open bottom. > All > > > of the four sides have alpha values of 0.5. When I rotated that box > rotates, > > > though, the first polygon drawn is always opaque. So, I modified the > box so > > > that there is a bottom side (also with an alpha value of 0.5), and now > all > > > four of the walls are translucent, but the bottom is completely opaque, > > > despite the alpha values that I specified. Is this an OpenGL thing, or > am I > > > missing something? I attached my code so you can see exactly what's > > > happening. (The program actually draws two boxes, but I'm only worried > about > > > the one that has five sides) > > > > > > - Lou > > > > > > Name: Create_Window.cpp > > > Create_Window.cpp Type: Plain Text (text/plain) > > > Encoding: quoted-printable > > > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Lou H. <lh...@ia...> - 2002-04-11 16:56:52
|
Ok, but how do I sort the polygons if OpenGL draws them immediately when I call glVertex? The only way for me to sort polygons from back to front is if I know the transformed coordinates, but I don't know that until I call glVertex. Unless there's some other feature of OpenGL that I still don't know about (which there probably is). - Lou ----- Original Message ----- From: "Chad Austin" <ae...@ae...> To: "Lou Herard" <lh...@ia...> Cc: "gdd" <isu...@li...> Sent: Wednesday, April 03, 2002 2:42 AM Subject: Re: [isugamedev-devel] Alpha blending > Your problem is that, with alpha blending, you can't use the z-buffer. :( When > you draw your first polygon, you end up putting initial values in the z-buffer. > When you try to draw the polygons behind the first polygon, they don't get drawn > at all because the z-buffer says those pixels don't need to be touched anymore. > > The solution to your problem kinda sucks... when you draw alpha-blended > polygons, you have to disable the z-buffer and manually sort your polygons from > back to front. After drawing every solid polygon in the scene, you draw the > alpha-blended ones from front to back. > > A simple way to do this with your cube is just take the midpoint of each face > and sort by its distance from the viewer (or z value, if you're in view > coordinates). > > If you have static, non-intersecting shapes, you can build a BSP tree. BSP > trees let you quickly sort polygons from front-to-back, which makes drawing the > translucent polys a simple tree traversal. You can pick up a book on graphics > (Realtime Rendering is the one I recommend) for more information. > > > Ok, now I'm kinda fooling around with transparency (alpha blending) and I > > can't get past this nagging characteristic of my program. Maybe someone knows > > how to fix this: I started with a box with an open top and open bottom. All > > of the four sides have alpha values of 0.5. When I rotated that box rotates, > > though, the first polygon drawn is always opaque. So, I modified the box so > > that there is a bottom side (also with an alpha value of 0.5), and now all > > four of the walls are translucent, but the bottom is completely opaque, > > despite the alpha values that I specified. Is this an OpenGL thing, or am I > > missing something? I attached my code so you can see exactly what's > > happening. (The program actually draws two boxes, but I'm only worried about > > the one that has five sides) > > > > - Lou > > > > Name: Create_Window.cpp > > Create_Window.cpp Type: Plain Text (text/plain) > > Encoding: quoted-printable > |
From: Kevin M. <ke...@vr...> - 2002-04-11 02:54:22
|
if you ave too many, you might have bad performance if you fill up the mem on card with all your cvarious geom... just be careful... should be ok for a small scene. @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Wed, 10 Apr 2002, Josh Brown wrote: > > I think the fastest way to do what I want to do is to draw the object > using primitives in OpenGL and store it into a display list. This of > course only works if you can change the color of an object that is in the > display list, is there a way to do that? If not I'll just store all > objects of all different colors in display lists and have a look up > function for the correct object for what I need to draw. > > > On Wed, 10 Apr 2002, Kevin Meinert wrote: > > > > > or you could disable textures for those elements... or since you are > > loading the image, you could iterate over the pixels and set the colors > > yourself... > > > > if all you need is a single solid color, just make a 4x4 image, and set > > all 8 pixels to your color. > > > > you may want to test performance for all these cases... > > > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > > Kevin Meinert __ _ __ > > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > > Virtual Reality Applications Center \ ||.-'|--\\ > > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > > ----------------------------------------------------------- > > > > On Wed, 10 Apr 2002, Josh Brown wrote: > > > > > > > > I am working on a simple game that is texturing polygons using mipmapping. > > > I have 4 textures drawn they all use 1 color, I need a copy of those > > > textures in a different color. Is there a way to make openGL draw the > > > texture using a different color? Is there a flag that when I call > > > glColor3f(...) sets the color of a texture map. Or am I going to have to > > > settle for making a new set of the textures in the different color and > > > applying those instead of originals? > > > > > > Thanks > > > Josh > > > > > > > > > _______________________________________________ > > > ISUGameDev-devel mailing list > > > ISU...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > > > > > > _______________________________________________ > > ISUGameDev-devel mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > |
From: Kevin M. <ke...@vr...> - 2002-04-11 02:53:26
|
you'll need to choose modulate or blend (not decal) to make opengl blend with the under laying color of the p[oly... @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Wed, 10 Apr 2002, Justin Hare wrote: > Actually, if you set the polygon's color using glColor3f(...) you can > significantly change the texture's color at runtime. > > What you could do is make one set of textures in grayscale, then use the > glColor3f(...) calls to set the color it appears when rendered. > > For instance, if you had a white light, you can make the textured polygon > appear blue with the grayscale texture by doing > glColor3f( 0.0, 0.0, 1.0, 1.0 ); > > Is that what you're trying to do? > > I'm thinking that if you have a green-ish texture to start off and do the > same thing, you'll end up with a turquoise texture if you glColor it to > blue. But if you use the grayscale textures, you'll have full control of > the color shade they have when rendered. > > > justin > > ----------------------------------------- > Justin Hare <ja...@vr...> > Virtual Reality Applications Center > Iowa State University, Howe Hall > http://www.vrac.iastate.edu > ----------------------------------------- > > On Wed, 10 Apr 2002, Josh Brown wrote: > > > Date: Wed, 10 Apr 2002 15:23:35 -0500 > > From: Josh Brown <br...@vr...> > > To: game dev club developers <isu...@li...> > > Subject: [isugamedev-devel] changing colors of textures > > > > > > I am working on a simple game that is texturing polygons using mipmapping. > > I have 4 textures drawn they all use 1 color, I need a copy of those > > textures in a different color. Is there a way to make openGL draw the > > texture using a different color? Is there a flag that when I call > > glColor3f(...) sets the color of a texture map. Or am I going to have to > > settle for making a new set of the textures in the different color and > > applying those instead of originals? > > > > Thanks > > Josh > > > > > > _______________________________________________ > > ISUGameDev-devel mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Josh B. <br...@vr...> - 2002-04-11 02:47:17
|
I think the fastest way to do what I want to do is to draw the object using primitives in OpenGL and store it into a display list. This of course only works if you can change the color of an object that is in the display list, is there a way to do that? If not I'll just store all objects of all different colors in display lists and have a look up function for the correct object for what I need to draw. On Wed, 10 Apr 2002, Kevin Meinert wrote: > > or you could disable textures for those elements... or since you are > loading the image, you could iterate over the pixels and set the colors > yourself... > > if all you need is a single solid color, just make a 4x4 image, and set > all 8 pixels to your color. > > you may want to test performance for all these cases... > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > Kevin Meinert __ _ __ > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > Virtual Reality Applications Center \ ||.-'|--\\ > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > ----------------------------------------------------------- > > On Wed, 10 Apr 2002, Josh Brown wrote: > > > > > I am working on a simple game that is texturing polygons using mipmapping. > > I have 4 textures drawn they all use 1 color, I need a copy of those > > textures in a different color. Is there a way to make openGL draw the > > texture using a different color? Is there a flag that when I call > > glColor3f(...) sets the color of a texture map. Or am I going to have to > > settle for making a new set of the textures in the different color and > > applying those instead of originals? > > > > Thanks > > Josh > > > > > > _______________________________________________ > > ISUGameDev-devel mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |