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Re: PureBasic
Quite a regular
Quite a regular


@All :
Concerning Amiga Version.
PureBASIC source code is available (excepted compiler that is cross platform) so, changes can be made to the Amiga version (concerning commands sets).

Regards,
AmiDARK
http://www.amidark-engine.com

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AmiDARK Engine Alpha R3b uploaded
Quite a regular
Quite a regular


Resized Image

Hi,
The latest AmiDARK Engine alpha release was uploaded to os4depot.net.

It contain these fixes and improvements :

2010.11.22 :
------------
OTHER
- Lights, Particles3D commands sets HTML English Help done.
- Added some more HTML English Help pages to show witch sections will be covered in the final full HELP system.
TEXT
- Adapted & Added functions made by Sharynn : DELeft, DELen, DEMid, DERight, DESpace, DEFlip, DEUpper, DELower.

2010.11.19 :
------------
OTHER
- Setup, Sprite, System, Text commands sets HTML English Help done.

2010.11.17 :
------------
OTHER
- Input, Memblock commands sets HTML English Help done.

2010.11.14 :
------------
OTHER
- Basic3D, Camera, File, Matrix commands sets HTML English Help done.

2010.11.13 :
------------
OTHER
- Bitmap, Core, Image, Music, Sound commands sets HTML English Help done.

2010.11.11 :
------------
BASIC 2D
- Full re-organisation of this library
CORE
- Full re-organisation of this library
IMAGE
- Full re-organisation of this library
OTHER
- Basic 2D commands set HTML English Help done.

2010.11.06 :
------------
BASIC 3D
- Full re-organisation of this library
- Modified to simplify and include MESH constructors/destructors in the Basic3D main ones.

2010.11.01 :
------------
IMAGE
- Fixed get image to automatically check for existing image.

2010.10.31 :
------------
BASIC3D
- Fixed DEMakeObjectPlain() & DEMakeObjectTriangle() commands.
- Added support for object texture scrolling and scaling in render.
CAMERA
- Added and improved Crisot Z-Buffer trick to increase rendering framerate.
SETUP
- Added functions that return display width, height and depth;

2010.10.28 :
------------
BASIC3D
- Added Enable/Disable object z write functions for 3D objects.

It should theorically be the last alpha release before the closed alpha/beta test program.

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Re: Game Coding for beginners?
Quite a regular
Quite a regular


@jalih
Once AmiDARK Engine will be finished, I will start various things (not in that order :p)

1. An IDE to create a "Basic" Language based on AmiDARK Engine

2. Clone of DarkBASIC Professional's 2DPluginKIT plugin
-> http://www.thegamecreators.com/?m=view_product&id=2076
3. Clone of DarkBASIC Professional's eXtends plugin
-> http://www.thegamecreators.com/?m=view_product&id=2080
4. Clone of PurePLUGIN system. a kit to develop plugins for AmiDARK Engine :
-> http://www.thegamecreators.com/?m=view_product&id=2086
With the #4, everyone that know well C or C++ can create additional plugins for AmiDARK Engine.

Ideally, I'd like to see appear plugins similar to the ones I've listed below :
10. an AI system like DarkAI or Unity :
-> http://www.thegamecreators.com/?m=view_product&id=2024
-> http://www.thegamecreators.com/?m=view_product&id=2081
11. A Physic engine :
-> http://www.thegamecreators.com/?m=view_product&id=2025
(there are free physics engine source code like Newton, etc ...)
12. Light Mapping system :
-> http://www.thegamecreators.com/?m=view_product&id=2023
(by Third Party Developer or by myself if I can)

We can also add, an idea came today with the problems of array for beginners :

21. An Array Entity System with capability to attach a virtual entity to a 3D Object or 2D Sprite.

And later maybe I'll create something similar to XQuadEditor :
-> http://www.thegamecreators.com/?m=view_product&id=2129

(As comment, XQuadEditor, 2DPluginKIT, eXtends and PurePLUGIN are product I have developed in the past and that are now the property of TheGameCreators (I had to resell them the copyright of these products) ).

There are many ideas possibles ...

Kindest Regards,
AmiDARK
http://www.amidark-engine.com

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Re: Game Coding for beginners?
Quite a regular
Quite a regular


@Shadow :
Quote:
Which I think is great and I love it for that, but what about the users own arrays of game entity data?

Easy solution ... I can create a plugin to handle arrays ;)
Like :
DEMakeEnemyArray( AmountOfEnnemies )
DESetEnemyNRJ( EnemyID, NRJAmount )
DEIsEnemyAlive( EnemyID )
DESetEnemyName( EnemyID, "EnemyName" )
Etc ...
We can setup a full set of functions to handle this ;)
So the Array problem is solved ;)

The interest of the system I have cloned (DarkBASICPro/DarkGDK) is that it handle plugins adding so, we can imagine everything we want as plugin to simplify the developer's life ;)

Quote:
totally agree, but the more help you can get from the compiler and runtime environment the faster you learn

With the solution explained before, arrays errors will directly be handled by the AmiDARK Engine 's Array plugin functions/commands and will return the error to help you find where the problem is.

Quote:
I don't think all official schools use C/C++ as an introduction program, I know universities in Denmark use Java or C# as an introduction to programming and once the students master those languages they move into C/C++

In France, studies that need programing skills will work with C/C++ (excepted for web programing formations)


Quote:
I am sorry but that is a misinterpretation. I love C/C++, I work with it every day, it is my preferred language, but if someone would ask about learning programming from scratch I would recommend a modern language which helps you learn faster.

Ok .. I have maybe misunderstood your speeched ... but ... don't you understand now that with the principles used in the development of the AmiDARK Engine ... We can (with plugins) find a solution for everything ..
My objectives (in long period) will be :
1. Bring AmiDARK Engine to completion.
2. Add plugins to help in various specific range of functions.
(in final, simplify the developer's life and allow to the maximum amount of people to develop games easily, fastly and with the max of perf we can get on our amigas :)

Quote:
python bindings for AmiDark

Not me. My objective is not to make AmiDARK Engine being a plugin of another product but a full independant product... If someone want to do this ... he can try ...

Quote:
Or maybe porting SWIG (http://www.swig.org/) and create a simple SWIG interface file for AmiDARK (the best would be if it is maintained by the AmiDARK author - as he adds functionality).
Then wrappers to any available scripting languages can be generated.
Looks like SWIG is pure C++ ... .

I will check this when the AmiDARK Engine will be more complete and near to final release.

Kindest Regards,
AmiDARK
http://www.amidark-engine.com

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Re: Game Coding for beginners?
Quite a regular
Quite a regular


@Shadow :
1. AmiDARK Engine handle list dynamically so risk to have an array out-of-bounds is really limited for developer ... + if you compile with debug info you can know approx from where the problem occur ...

2. Because we learn from our erros ...

3. if C is so Dangerous, why all official learning schools start with C/C++ ? They lear you these language ... they don't learn you BASIC nor Python nor your scripting language but C ...

the truth is that your opinion is "subjective" and you tried to say that : "because you are professional XBOX360" and you know maybe 3 or 4 people that dislike C ... my opinion is for sure BAD ... that why I answered in an "offensive" way... You were the first to open the door for this.

4. "Thank you for once again offending me" ... This case is not an offense... Just a constatations ... your aversion to C is for sure something based on your experience (deduced from the way you're speaking about C... For you, using C is like being Ill) so, this statement is not an offsense but a constatations. Sorry. If you consider this as an offense I'm sorry it wasn't.

5. For sure there are pitfalls in C ... there are too in other languages ... And if "professionals" school and formations learn C/C++ it's because C/C++ is the best choice for a correct way of coding. It forces you to learn the good basis and have in your "mathematical" mind ... the correct structures ...

@Rigo : sorry if it appear offending but I wanted to justify my statements ...

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Re: Game Coding for beginners?
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Quite a regular


@Shadow
Wow ! You're a god a coding rulez !!!
Quote:

Yes it is easy to open windows, and load objects, but who is managing these objects and destroying them again?

Diiiinnnnggg !!! Bad answer ...
It's somewhere else where you're wrong ...

AmiDARK Engine contain internal CONSTRUCTOR/DESTRUCTOR functions that delete all objects/sounds/musics/data created inside AmiDARK Engine if you forgot to delete them when your app exit.

And more to this, even in Python and other languages, etc ... it's up to you to manage medias inside the game.
The 3D objects for example :
DELoadObject( File$, Index );
DEPositionObject( Index, X, Y, Z );
DERotateObject( Index, X, Y, Z );
...
DEDeleteObject( Index );
It's similar to other development languages that handle medias ...

And if your tool load ALL MEDIAS at starting ... then you CAN'T do BIG projects ( memory limitations )

Quote:
Using AmiDark you would create an struct representing the player, the struct would contain a pointer to one or more objects loaded by AmiDark, the struct would contain a health integer and other stuff.

You're talking about a FAKE problem.
Even in BASIC, PYTHON And other language you HAVE TO DO THIS !!!!
And you ARE NOT obliged to use structures !!!
Beginner in C MODE :
float PlayerXPOS, PlayerYPOS, PlayerZPOS;
int PlayerNRJ = 0;
Where are the structures here ?

Quote:
Before you know it, you want to manage multiple enemies, then you create an array pointing to structures containing information about the enemy.

Yes, you're right ... but isn't the same under Python and other BASIC language ?
The truth is that if you DON'T LEARN THIS ... you will NEVER BE ABLE TO DEVELOP A GAME !!! so IT'S A NEED !
(or you will only develop limited scripted system where you learn ... near to nothing)

Quote:
Using AmiDark all of this has to be done in C, which is really really dangerous for an inexperienced programmer.

Wow !!! I HAVE CREATED A DANGEROUS APPLICATIONS !!! Beware !!!
Sorry but, you're really s*****.
AmiDARK Engine (like DarkGDK ) is the EASIEST WAY to learn coding !!!
Can you tell me WHAT EXACTLY IS DANGEROUS ... Samples plz...

Quote:
Just have a look at some of your ealier post to this forum and read how much you were struggling in the begining of your project.

Heh ! you're MIX things that are not mixeable !!!!
What I've done was difficult as I wasn't a C coder BUT !!! and There is a BUT And it's exactly where you are really ****** ... Everything I've done to make AmiDARK Engine become what it's becoming is to AVOID BEGINNER TO DO THIS !!
AmiDARK Engine user will never have to do all things I've done and all the difficulties I've encountered and beaten!!! I've done them to avoid beginners and AmiDARK Engine's to encounter them ...

Quote:
I dont want to send people to other platforms, but if you want to start to learn programming and game creation then C has a very steep learing curve, which can be a motivation killer.

It's not because it was the case for you that it will be the case for everyone ...

Quote:
I am an engine programmer and have so far released 3 games for xbox360 and I know game programmers who hates C, because of long compilations times, which simply kills fast interations. They only worked in our own scripting language. Which in the editor was interpreted and compiled really fast. In game mode the scripting language was ofcourse compiled native to the platform to get maximum performance.

Wow ! It's what I said upper ... you're a GOD CODER !!! But this state of "god coder" does not prevent you from saying stupidities ...
I have already developer at least 1 amiga game ( ASM + AMOS ), 3 PC Games, Game Maker (such as XQuadEditor, ), Languages plugins ( eXtends, PurePLUGIN, 2DPluginKIT ) and various small projects ... I've also worked for HIP INTERACTIVE EUROPE (game distributor company) before the company died ...
Ew ... Excuse me ... if you though that having that kind of speeches closed my mouth ... you're totally wrong :p

Quote:
My point is, if have not programmed before, dont start by learning C, learn something else, get an understanding of software development and then learn C and other languages.

And mine is that GDK like DarkGDK and AmiDARK Engine make C learning more easier and accessible even for a beginner ... Coding under AmiDARK Engine is a bit like coding under a BASIC language ... But with the power of C !!!!

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Re: Game Coding for beginners?
Quite a regular
Quite a regular


@Shadow
Quote:
If it is the first case then my advise would be to start really slow and ignore all the people who tell you to use C/C++, OpenGL, AmiDark Engine. You will get into trouble with pointers, pointers to pointers, array indexing and all kinds of other thing which can go wrong, which will make your progress slow and frustrating.

Diiiinnnnggg !!! Bad answer ...
It's where you're wrong ...
When in AmiDARK Engine you use :
DESetDisplayMode( 640, 480, 32 );
DESetWindowOff();
DELoadObject( "FileName", 1 );
... Where are pointers ? AmiDARK Engine open the file, load the data, store them in memory and you have NOTHING TO DO RELATED TO POINTERS
These 3 lines open a window, jump in fullscreen mode and load a 3D model ( at position 0, 0, 0 ) Can you propose an easier solution for beginners ?

Using GDK like AmiDARK Engine make game development MUCH EASIER even in C !!!
Did you really look the CODE sample I've added upper ?

Quote:
Start with an interpreted language like python (pygame) or hollywood or well create your game in flash just to get an idea of what is required. I would even suggest you use a Windows pc, if you have one, and try to use GameMaker

Once again ... Why sending people to PC ?
And once again, AmiDARK Engine is EASIER than Python !!!!

Before redirecting people to other OS for learning "development" ... you should try to learn yourself the solutions available on OUR platform "Amiga" ;)

Kindest Regards,
AmiDARK.
http://www.amidark-engine.com

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Re: Game Coding for beginners?
Quite a regular
Quite a regular


@jalih
A challenge for you and freddix: Write more readable, shorter and better AmiDark version of a Hollywood puzzle game I posted earlier. This kind of game is good starting point for a beginner, not 3d stuff and fancy effects. [/quote]

Concerning AmiDARK Engine, it uses the same kind of structures and command than DarkBASIC.
Loving DarkBASIC or Blitz is just some sort of "feeling". Both are good for game development and on both languages you can see great/good games :)

But, here on Amiga we actually have 2 capabilities :
- Hollywood - Cross Platform - Slow on Amiga
- AmiDARK Engine ( WIP ) - Compatible DarkBASIC / DarkGDK - Faster (but not 100% finished)

Concerning AmiDARK Engine ... Excuse me but in that source code for simple example of the Amiga BOING BALL revamped under AmiDARK Engine and with background :
#include "AmiDARKEngine.h"

  
float XAngle 0.0;
  
float RAngle 0.0;
  
float XPos 0.0;
  
float XShift 0.25;

void DarkLoopvoid ){
  
// Setup the display mode
  
DESetDisplayMode64048032 ); // set display mode to 640x480 using 32bits depth
  
DESetWindowOff(); // Jump in fullscreen mode.
  
DESyncON();       // Auto synchro
  
DESyncRate);  // Maximum frame rate
  
DEEnableZTrick();

  
// Setup the main ball object
  
DELoadObject"Models/Sphere.adeo"); // Load the Ball 3D Model
  
DESetObjectRotationZYX); // Default rotation priorities for 3D Object.
  
  // Setup the background "plain" 3D object.
  
DELoadObject"Models/Background.adeo");
  
DEPositionObject20.00.0, -168.0 );
  
DESetObjectEx42001200);
  
DERotateObject20.0180.00.0 );
  
  
// Setup camera range to display entirely all 3D objects.
  
DESetCameraRange16.0256 );
  
DEPositionCamera0.00.0, -24.0 );

  
// Setup the default ambient light.
  
DESetAmbientColorDERgb12) );
  
DEColorLight0DERgb128128128 ) );
  
DESetDirectionalLight00.75f, -0.7f0.1f );
  
DESetAmbient50 );

  
// setup light # 1 as yellow one
  
DEMakeLight);
  
DEPositionLight1, -64.064.050.0 );
  
DEColorLight1DERgb255240128 ) );
  
DESetLightRange1512.0 );

  
// Main demonstration loop run only if object exist.                                                                                                                                                               
  
if ( DEObjectExist) == ){
    while ( !
DELoop() ){
      
// Calculate the object position with jumps.
      
XAngle DEWrapValueXAngle 1.5 );  // On reste autour de 0-360 par wrapping quand n?cessaire.
      
XPos XPos XShift;
      if ( 
XPos < -132.0 ){ XShift 0.5; }
      if ( 
XPos 132.0 ){ XShift = -0.5; } 
      
// Calculate the object rotation
      
DEPositionObject1XPos, ( DEAbsDESinXAngle ) ) * 192.0 ) - 100.00.0 );
      
RAngle DEWrapValueRAngle + ( XShift 4.0 ) ); // Rotate the ball arount itself ( Y Axis rotation )
      
DERotateObject10.0RAngle22.5 );
//      DESetCursor( 0, 0 );
//      DEPrint( "Frame Rate :" );
      
DESync(); // Synchronise display.
     
}
   }
  
// No need to delete 3D object and Image, the plugin(s) DESTRUCTOR(s) function 'll do the job ;)
  
DEDeleteObject);
  
DEDeleteObject);
 }


Where do you see something that look really C ?
Ok we have ; at lines ending. We have "float" to define floating point (and DarkBASIC allow this too)
But, don't forget that AmiDARK Engine handle everything ( opening file, loading data, musics, sounds, etc ... you have REALLY SIMPLE commands )
And it really look like BASIC ... and it's C !!!
So what do you want better than using C for performances and having a BASIC look !!!
I think it's the best solution for our Amiga...

I don't want to criticize Hollywood because it's a really good software for other platform and if our Amiga were faster it may be good too ... but it actually is not ...

I think that it's more clear concerning AmiDARK Engine ?
;)

EDIT:
@Templario :
Ok. I understand. Will look to see your game when you'll start it :)

Kindest Regards,
AmiDARK

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Re: Game Coding for beginners?
Quite a regular
Quite a regular


@jalih
Quote:
I would still recommend Hollywood for a beginner as a starting point. On AmigaOS Hollywood games are quite slow and need some tinkering to make them playable, but on Windows and MacOS machines speed is enough for most simple games including platform games.

But on Windows and MacOS ... But HERE we ARE NOT on Windows nor MacOS ...
Why redirecting to Windows/MacOS someone that want to create a game on Amiga OS ???? Why ???

On Theory, Hollywood is good for beginners ... but in practise, it is not for AmigaOS 4 Beginners ... It will only make feel that Amiga OS 4 is slow ... and it is not as slow as softs like Hollywood may make believe ...

I know that AmiDARK Engine is not yet finished so, if someone want to start a game today, (s)he'll have to start on Hollywood but soonly, this should be fixed !!!
AmiDARK 2D Engine should be released in a near future :)

Kindest Regards,
AmiDARK.
http://www.amidark-engine.com

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Re: Game Coding for beginners?
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Quite a regular


@Kas1e :
I don't know what can cause your crashes. I hope that with updates I will find a way to fix this.
I have some ways to explore concerning this crash and I'll have some more tests to do when Alpha/Beta test phase will start (soonly)

@djrikki
Quote:
I would probably start with a high-level programming language as well before moving down to C or C++ as you will need to learn a few fundamental basics at first and it's best learning to do this in an interpreter environment.

You're right ;)

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Re: Game Coding for beginners?
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Quite a regular


@Templario
Strange airplanes ? .. wow!!!! :p Lol

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Re: Game Coding for beginners?
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@carvedeye
Hi

You can also take a look at the "AmiDARK Engine" ... It's not yet finished ... It's a project under development but,

It may allow to create easily/fastly 2D & 3D games :)

It uses C/C++ but it define everything needed to work.
No need for you to learn things such as pointer, memory allocation, system API ... AmiDARK Engine do all the stuff for you ;)

I will release this week-end (or later next week) a new alpha version with the help file containing explanations of all commands/functions already done.

Kindest Regards,
AmiDARK
http://www.amidark-engine.com

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Re: AmiDARK Engine : RoadMap, Beta Test, Sales
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@Templario
Hi.

Things goes better.
Grantly due to the help of the Francophone Amiga community (and 1 person that did lend me an amount of money I'll refund him small by small each month) and I did get some help from the english Amiga community

Situation is not yet fully restaured but, there is no more direct danger with my relation with my bank.

I will only have to resell 1 of my Amiga Sam440EP 666Mhz configuration to nearly reach the 0 state and don't fall under 0(on months ending)

I will keep the Flex for development of the AmiDARK Engine.

Kindest Regards,
AmiDARK.

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Re: AmiDARK Engine : RoadMap, Beta Test, Sales
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Quite a regular


@Templario
It's written that donators will have their donation value reduced on the final price of the product for them ;)
It's some sort of "investisment" :)

Regards,
AmiDARK.

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Re: AmiDarkEngine needs our help
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Quite a regular


@Templario:
Reverse Karma ;)
(we all have this power to ~)

Check my answer to Vox here :
http://amigaworld.net/modules/newbb/v ... topic_id=32719&forum=15&5

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AmiDARK Engine : RoadMap, Beta Test, Sales
Quite a regular
Quite a regular


Hi All,

I have posted a new concerning the AmiDARK EngineS for everyone interested in.

It talk about an "un-official" road map for the products, the alpha/beta test program and, how it will be selled.

If you want to know more about the AmiDARK Engine, feel free to jump on the official website :
http://www.amidark-engine.com/spip.php?article2
Click on the latest news in date ( 2010.11.12 ).

Kindest Regards,
AmiDARK.

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Re: MiniGL 2.3 and glReadPixels( .... ) Hans ?
Quite a regular
Quite a regular


@Hans
I'll make all test next week-end ...

Thank you all for your answer.

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Re: MiniGL 2.3 and glReadPixels( .... ) Hans ?
Quite a regular
Quite a regular


@broadblues
It's what I use and it don't work ...


NewPicture = AllocPicture32( Width, Height );
if ( NewPicture != NULL ){
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glReadBuffer( GL_FRONT );
glReadPixels( iX1, iY1, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, NewPicture->Pixels );
}

There are checking before to be sure position and sizes are inside the display sizes.

When I use this, My 3D scene is no more displayed and I get screen flash black2grey2black2grey ...

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Re: MiniGL 2.3 and glReadPixels( .... ) Hans ?
Quite a regular
Quite a regular


@Hans
no no no
get a look at file gears2.C :

Here is the part of gears2.c that get the image and export it :
Quote:
if (showPic && buffer)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, width, 0.0, height, 0.0, 2.0);

glRasterPos2i(10, 10);
glPixelZoom(0.4, 0.4);
glDrawPixels(width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
glPixelZoom(1.0, 1.0);

glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}


It don't use glReadPixels !!! it directly use glDrawPixels to render the ENTIRE scene in an alternate buffer (called buffer here) . this method is good for commands such like " Set Camera To Image" and image will be an alternate buffer ... but it'll trace the entire 3D scene.

What I want it use glReadPixels and IT DOES NO MORE WORK on MiniGL 2.3 ...

glReadPixels allow me to get a not the entire scene but a part of the scene in an alternate buffer.

Regards,
AmiDARK.

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Re: MiniGL 2.3 and glReadPixels( .... ) Hans ?
Quite a regular
Quite a regular


@Hans
Ok

I'll check this. Thank your for your answer.

I have another question, when I use entergamemode with a string for 32 bits ( like : 640x480:32@60 ) textures are dithered like in 16 bits format.
I don't have this issue in windowed mode.
Is this normal ?

EDIT : Gear2.c is not a solution for my problem because I must have the capability to get an area from the last rendered scene. It's something we call in BASIC as " Get Image X1, Y1, X2, Y2".
Gears2.c render the entire scene in an alternate buffer. It will be useful for me to create commands like "Set Camera To Image" ... but not for the "Get Image" :'(

Why did you force the buffer to be GL_FRONT instead of leaving it like it should in standard OpenGL 2.x ... ???

Kindest Regards,
AmiDARK


Edited by freddix on 2010/11/1 22:30:27
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