What you're seeing is post-process effects. Basically they first render the scene into a framebuffer object (FBO), then take that as a source texture and perform various operations on it. Among other things they talk about bloom effects etc, which are done in the same manner.
I wrote a little 4 spatial dimension game, it's a 4D snake. The rule are the same as the game for the old Nokia cell phone - eat the food, don't cross yourself, don't go out of the borders. What do you think of the idea? How do I make a better graphic of the UI? Do you have any suggestion? Like this actually seem a DOS game ... Here is a little explanatory video: http://www.youtube.com/watch?v=8IUnqm8j4BE And here there is a new version I did with OpenGL and C++: http://www.youtube.com/watch?v=NaeqUp3jbls Moreover I have a question, which from the two representation above you like more
I been working in the animation of a 2D platformer game in C++/SDL/OpenGL, and my team and I reach the point where we need to establish that every animation of the player (Walking, Running, etc... points of the game the animation doesn't look really smooth when in other points it is. I leave the video of the "gameplay" so everyone could see what I mean. http://www.youtube.com/watch?v=uoxKEYzwkcQ I currently using during the execution of the game a general Timer in 60 FPS. If anyone needs more information, don't hesitate in ask. Thanks a lot for the help.
I want to be able to achieve spell effects that cause a fragmenting/discoloring effect on the sprite. The first couple seconds of this video http://www.youtube.com/watch?v=HNCFh7mkvuc shows what I... be extremely helpful). I have no idea where to start with a shader like this (beyond the obvious - using time and base color as parameters), and was curious if someone had something similar I could use... be appreciated, thanks Just to clarify, I'm looking to apply this against a 2D texture in OpenGL using glsl shaders
Is it possible to use OpenGL purely with C instead of C++? I am wanting to make sure there won't be any problems with my using C and not C++. OpenGL does not depend on any C++ libraries right?
I'm working on a 3d music visualizer using Ogre3d, basically it's a spectrum analizer, a lot like the old xmms plugin: http://www.youtube.com/watch?v=_6NKBiwYN24 It works well, the bars are drawn... also posted on Ogre3d forums but I received no responses. http://www.ogre3d.org/forums/viewtopic.php?f=2&t=63207 I also tried stackoverflow: https://stackoverflow.com/questions/5050147/how... a crash. Here is the source code for the main class : https://github.com/balazsbela/OgreVisualizer/blob/master/src/VisualizerApplication.cpp#L221 Also the crashes seem to happen less often when I
Is it possible to load a texture using the NDK, but pass the result back to use in java. I have used the code in the link above and it appears to load the png correctly and generates a texture ID without an error (the id is 0 before the loading function is called and non-zero afterwards). Is it not allowed to mix opengl operations between C++ and java? Thanks for your help All the best, Ash
, vTexCoord); } The following is what is rendered when not using the FBO logic: What is rendered to the FBO http://k.minus.com/jiP7kTOSLLvHk.jpg ... Help? Any ideas on what I may be doing wrong...I'm having trouble implementing render to texture with OpenGL 3. My issue is that after rendering to the frame buffer, it appears the rendered object becomes deformed, which may imply a bad transformation has occurred somewhere. Which doesn't make sense as the object renders fine when not using my frame buffer (see bottom of post). The current result is such: Current result http://k.minus.com
I don't get how coord (a UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set...I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader
I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes? In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language... Thanks For got to mention, the engine is based on OpenGL... Alright, for anyone who is reading this, I just found the Doom 3 md5 specifications (http://tfc.duke.free.fr/coding/md5-specs-en.html). It gives