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Yet another demo :D

Started by June 22, 2004 05:13 PM
12 comments, last by _DarkWIng_ 20 years, 5 months ago
(sounds of loud cheers) and now, i have to say thank to all of you that have helped me during these days i've spent on my small engine and for all the advices many of you gave me about per-pixel lighting and so on..and bla bla... ghgh all this introduction only to say that another demo of my OuroBos project is on-line here: OuroBos 0.3b
Are you looking for bug reports?

The space marine walking around seems a bit sketchy. When I hit F1 it goes into fullscreen mode and the space mareine's textures disapear. Also sometimes I start it up and there's no space marine anywhere to be found. Is this intentional?


One Really Minor Point : More descriptive filenames would be nice. I'm too lazy to delete anything, so In a week I'm going to find 'demo.rar' in my "downloads" folder and wonder what it's a demo of. :-)
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Er, admitedly, I'm using Linux so it could be a Wine problem, but OpenGL ususaly works properly through Wine, so I don't think that's entirely it.
Is attenuation included in this demo ?
I can't see it in my GeForce FX :(

[edit: this is normal]
that's what I feared : GeForce FX can not use texture units over GL_TEXTURE3_ARB in the multitexture extension, even though more texture units can be accessed using fragment programs.
here's the official reason
@vincoof: so i have to find another way to manage attenuation :/

@AndyL: i've already wrote that in the readme.txt. please read it next time.
Quote: Original post by b3rs3rk
@AndyL: i've already wrote that in the readme.txt. please read it next time.


Oh yea. I see it now. Well, I feel like an idiot.
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Just a suggestion:
its better if you can make the mouse cursor disappear in windowed mode
For the GeForce FX, you can manage attenuation very easily thanks to fragment programs.
For the GeForce 3/4Ti you either have to multipass, or eliminate a texture you're already using, or you can probably play with texture shaders and register combiners (but they are not very intuitive so I wouldn't recommend you to use them unless you *have to* make it working for GeForce3/4Ti)
Quote: Original post by vincoof
For the GeForce FX, you can manage attenuation very easily thanks to fragment programs.


Hey, I had a question about this: is it worth calculating attenuation per-pixel or is it a good idea to do it in the vertex program ?
I did it per pixel but I get crappy FPS (not sure it would make a difference though...).
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
@vincoof: on my Geforce 3 Ti attenuation works perfectly o_O

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