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Messages - tntexplosivesltd

Pages: 1 2 3 [4] 5 6 ... 11
46
Network / Simple Test Not Working (I'm a noob)
« on: February 03, 2011, 11:48:10 am »
A good rule is to use 127.0.0.1 for easy testing. If it works locally, it should work over the internet.

47
Window / OpenGL cubes some faces see-through?
« on: February 03, 2011, 11:10:19 am »
My problem is that I have the lighting stuff  in the constructor of my rendering class. The polygon drawing stuff is in another method, which is called once each frame by the main loop. The initialisation stuff is forgotten about after the constructor has finished. Where do the push and pop attrib calls go in my class? My class has no SFML stuff in it, but some SFML stuff takes place in the main loop, much after the constructor is called.

By the way, I am using SFML 1.6 :wink:

48
Feature requests / Push/Pop GL state
« on: February 03, 2011, 10:41:22 am »
Do I need to call pushattrib each frame? What about popattrib? Before the polygon stuff?

49
Window / OpenGL cubes some faces see-through?
« on: February 03, 2011, 10:33:12 am »
Hmm... Even calling PreserveOpenGLStates didn't work. Can anyone help?

50
Feature requests / Push/Pop GL state
« on: February 03, 2011, 10:22:33 am »
My program crashes when I call pushattrib(GL_LIGHTING_BIT). What's wrong?

51
General discussions / OpenCL (not openGL)
« on: February 03, 2011, 01:48:32 am »
How were you forced to use RGBA? What do you mean?
Also, OpenCL looks like it could be a good feature, but wouldn't it be a lot of work for a little gain?
And since Apple is pushing it, we should all adopt it? I don't like the idea of that.

52
Audio / Window Crashes when loading sound and music
« on: February 03, 2011, 01:04:44 am »
So, it used to work? What's changed since then?

53
General discussions / C++ scripting in SFML games
« on: February 02, 2011, 09:37:56 am »
Hi there. Is there any easy way to have C++ scripting in C++ SFML games? What is the easiest way to open up the SFML game to users to be able to write C++ plugins?

54
Graphics / Not Using Threads
« on: January 31, 2011, 11:27:19 am »
Can you tell us a bit more? What exactly are you trying to do?

55
Window / OpenGL cubes some faces see-through?
« on: January 30, 2011, 07:40:41 am »
I did have it enabled, OpenGL just wasn't "remembering" it.

56
Window / OpenGL cubes some faces see-through?
« on: January 29, 2011, 07:16:25 am »
Is there any way to do it without the increased CPU load?

57
Window / OpenGL cubes some faces see-through?
« on: January 29, 2011, 03:27:01 am »
I managed to half-fix it. I have a class for rendering, and the OpenGL initialisation stuff was in the constructor, andf I have a seperate draw method called by the game loop. For some reason anything called in the constructor is forgotten about when it comes to the draw method. I have to put the OpenGL initialisation in the draw method, which is called each frame. Why is this? Is there any way to only call the initialisation once?

58
Window / OpenGL cubes some faces see-through?
« on: January 29, 2011, 02:25:28 am »
No, that didn't help :(

59
Window / OpenGL cubes some faces see-through?
« on: January 29, 2011, 01:54:52 am »
This might not be the right place to ask this, but I am really frustrated at the moment.
I have some OpenGL code that draws a cube. The problem is that some of the faces end up being partially see-through, or not visible at all from the outside. When I move inside the cube, all faces can be seen, but a second cube I placed can be seen through them.
I tried making the faces drawn anticlockwise, clockwise, I tried setting glFrontFace() to GL_CW and GL_CCW, and it changes absolutely nothing.

This exact code is also used in another of my projects and it displays fine!
What's going on?
Here is the code:
Code: [Select]

const float HALFSIZE = 8.f;
glBegin(GL_QUADS);
  glTexCoord2f(0.f, 0.f); glVertex3f(-HALFSIZE, -HALFSIZE, -HALFSIZE);
  glTexCoord2f(0.f, 1.f); glVertex3f(-HALFSIZE,  HALFSIZE, -HALFSIZE);
  glTexCoord2f(1.f, 1.f); glVertex3f( HALFSIZE,  HALFSIZE, -HALFSIZE);
  glTexCoord2f(1.f, 0.f); glVertex3f( HALFSIZE, -HALFSIZE, -HALFSIZE);

  glTexCoord2f(0.f, 0.f); glVertex3f(-HALFSIZE, -HALFSIZE, HALFSIZE);
  glTexCoord2f(0.f, 1.f); glVertex3f(-HALFSIZE,  HALFSIZE, HALFSIZE);
  glTexCoord2f(1.f, 1.f); glVertex3f( HALFSIZE,  HALFSIZE, HALFSIZE);
  glTexCoord2f(1.f, 0.f); glVertex3f( HALFSIZE, -HALFSIZE, HALFSIZE);

  glTexCoord2f(0.f, 0.f); glVertex3f(-HALFSIZE, -HALFSIZE, -HALFSIZE);
  glTexCoord2f(0.f, 1.f); glVertex3f(-HALFSIZE,  HALFSIZE, -HALFSIZE);
  glTexCoord2f(1.f, 1.f); glVertex3f(-HALFSIZE,  HALFSIZE,  HALFSIZE);
  glTexCoord2f(1.f, 0.f); glVertex3f(-HALFSIZE, -HALFSIZE,  HALFSIZE);

  glTexCoord2f(0.f, 0.f); glVertex3f(HALFSIZE, -HALFSIZE, -HALFSIZE);
  glTexCoord2f(0.f, 1.f); glVertex3f(HALFSIZE,  HALFSIZE, -HALFSIZE);
  glTexCoord2f(1.f, 1.f); glVertex3f(HALFSIZE,  HALFSIZE,  HALFSIZE);
  glTexCoord2f(1.f, 0.f); glVertex3f(HALFSIZE, -HALFSIZE,  HALFSIZE);

  //this is the magenta face
  glTexCoord2f(0.f, 0.f); glVertex3f(-HALFSIZE, -HALFSIZE,  HALFSIZE);
  glTexCoord2f(0.f, 1.f); glVertex3f(-HALFSIZE, -HALFSIZE, -HALFSIZE);
  glTexCoord2f(1.f, 1.f); glVertex3f( HALFSIZE, -HALFSIZE, -HALFSIZE);
  glTexCoord2f(1.f, 0.f); glVertex3f( HALFSIZE, -HALFSIZE,  HALFSIZE);

  //This is the cyan face
  glTexCoord2f(0.f, 0.f); glVertex3f(-HALFSIZE, HALFSIZE,  HALFSIZE);
  glTexCoord2f(0.f, 1.f); glVertex3f(-HALFSIZE, HALFSIZE, -HALFSIZE);
  glTexCoord2f(1.f, 1.f); glVertex3f( HALFSIZE, HALFSIZE, -HALFSIZE);
  glTexCoord2f(1.f, 0.f); glVertex3f( HALFSIZE, HALFSIZE,  HALFSIZE);
glEnd();

And some screenshots of the problem (the faces have been coloured for your convenience - magenta is the front of the cube, cyan is the back):
http://oi56.tinypic.com/2sb6102.jpg (magenta should be in front, it's not)
http://oi55.tinypic.com/11tyfb8.jpg
http://oi56.tinypic.com/21jajp4.jpg
http://oi52.tinypic.com/5x4k0i.jpg (cyan is always in front. This is looking at the back - it looks as it should)
Note that the only face displaying correctly is the cyan one. What's different about it?
Thanks for any help, I'm really stumped by this.

60
SFML projects / Having dll files available for download
« on: January 28, 2011, 09:41:31 am »
If we want to distribute an SFML game, and want to give people the option of downloading the dll files seperately, are we able to host those on out servers? What are the general rules around distributing them ourselves?

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