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as seen on Ask Ubuntu
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I am facing a very frustrating issue with my computer right now. I successfully upgraded to Ubuntu 12.10 this afternoon, but after the upgrade, the graphical user interface seems completely broken. To be more specific, I can not get the Unity bar to appear on the right.
I have tried many things,…
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as seen on Game Development
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What should I learn? OpenGL 4.1 or OpenGL ES 2.0?
I will be developing desktop applications using Qt but I may start developing mobile applications in a few months, too. I don't know anything about 3D, 3D math, etc and I'd rather spend 100 bucks in a good book than 1 week digging websites and going…
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as seen on Programmers
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I was doubting: I'm writing a cross-platform engine OpenGL C++, I figured out windows forces the developers to access OpenGL features above 1.1 through extensions.
Now the thing is, on Linux, I know that I can directly access functions if the version supports it through glext.h and opengl version…
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as seen on Game Development
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I have migrated my code from OpenGL ES 2/3 to OpenGL 3 (I added bunch of defines and abstract classes to encapsulate both versions, so I have both in one project and compile only one or another). All I need to change was context initialization and glClearDepth. I dont have any errors. This was kind…
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as seen on Game Development
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When I try to run my lwjgl project, an error pops . Here is the log file:
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A fatal error has been detected by the Java Runtime Environment:
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EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x6d8fcc0a, pid=5612, tid=900
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JRE version: 6.0_16-b01
Java VM: Java HotSpot(TM) Client VM (14.2-b01 mixed…
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as seen on Game Development
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I implemented planar shadows with the function D3DXMatrixShadow.
As you know, we need plane and light factor to calculate a shadow matrix.
The problem is that when I set the plane as D3DXPLANE p(0, -1, 0, 0.1f), the shadows by directional light are correctly rendered, but the shadows by point light…
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as seen on Game Development
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I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel…
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as seen on Game Development
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Shadow mapping uses the depth buffer to calculate where shadows should be drawn.
My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As the depth value will be set across all of the quad and not just the visible parts it will cast a quad…
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as seen on Game Development
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I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation:
MAX(0, Cd*1 - Cs*S)
where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1).
The MAX()…
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as seen on Game Development
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I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting the parameters from the effect file. The errors are:
This method does not accept null for this…
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