Search found 2080 matches
- Dec 02, 2005 13:48
- Forum: General
- Topic: collision detection
- Replies: 13
- Views: 2325
- Nov 28, 2005 8:38
- Forum: General
- Topic: tex coordinates almost in the right place..
- Replies: 11
- Views: 2304
- Nov 28, 2005 8:27
- Forum: General
- Topic: tex coordinates almost in the right place..
- Replies: 11
- Views: 2304
Did you try it this way too? Write #1, .vertices(.faces(temp).tex(3)).tex.v Write #1, .vertices(.faces(temp).tex(3)).tex.u Write #1, .vertices(.faces(temp).tex(2)).tex.v Write #1, .vertices(.faces(temp).tex(2)).tex.u Write #1, .vertices(.faces(temp).tex(1)).tex.v Write #1, .vertices(.faces(temp).tex...
- Nov 28, 2005 7:32
- Forum: General
- Topic: tex coordinates almost in the right place..
- Replies: 11
- Views: 2304
I'm sure I'm not the only one that can help. Maybe the only one that has time, at the moment. ;) You might try it like this though... Write #1, .vertices(.faces(temp).tex(3)).tex.u Write #1, .vertices(.faces(temp).tex(3)).tex.v Write #1, .vertices(.faces(temp).tex(2)).tex.u Write #1, .vertices(.face...
- Nov 28, 2005 7:02
- Forum: General
- Topic: tex coordinates almost in the right place..
- Replies: 11
- Views: 2304
- Nov 28, 2005 6:50
- Forum: General
- Topic: polygons...
- Replies: 10
- Views: 2112
- Nov 23, 2005 7:02
- Forum: Community Discussion
- Topic: FB Game Project
- Replies: 24
- Views: 9887
Here ya go. All it does is show how to build a display list, and do text wih alpha blending. It's about as close to what we used to do in QB as it gets, so it should be pretty easy to cath on to. ;)
http://www.qbnz.com/dr_davenstein/Basic_GL_Text.zip
http://www.qbnz.com/dr_davenstein/Basic_GL_Text.zip
- Nov 23, 2005 4:06
- Forum: Community Discussion
- Topic: FB Game Project
- Replies: 24
- Views: 9887
- Nov 22, 2005 22:25
- Forum: Community Discussion
- Topic: FB Game Project
- Replies: 24
- Views: 9887
- Nov 22, 2005 13:27
- Forum: General
- Topic: transparent text
- Replies: 9
- Views: 1825
Also, you could always use glfw and load a tga with the alpha channel embedded. If you do, you can just use something like this...
That'll draw everthing that isn't masked by the alpha channel. ;)
Code: Select all
GlEnable GL_BLEND
GlBlendFunc GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
- Nov 22, 2005 3:54
- Forum: General
- Topic: Array sizes...
- Replies: 7
- Views: 1697
- Nov 22, 2005 3:35
- Forum: General
- Topic: Array sizes...
- Replies: 7
- Views: 1697
Hmmm... So you're saying that it's actually faster to do this...
Than this...
Right?
Code: Select all
Sub Send_To_Some_Sub( Byval bleh As sometype ptr )
Code: Select all
Sub Send_To_Some_Sub( bleh() As sometype ptr )
- Nov 21, 2005 23:25
- Forum: General
- Topic: Array sizes...
- Replies: 7
- Views: 1697
Ok. Thanks. I understand that, but what I really need to know is this. If I send a standard array to a sub like this... Dim bleh(500) as Sometype ptr for i... bleh(i) = allocate(sizeof(Sometype)) Sub Send _To_Some_Sub( bleh() As sometype ptr) Would that be more expensive than sending a pointer array...
Tubez...
It's not much, but I made this while taking a break from r3d . It's based off of a Flash game that rdc posted a link to at fbtk. I didn't put the source in there, but if anyone wants to look at it, just send me a pm or whatever. ;)
http://fileanchor.com/10519-d
http://fileanchor.com/10519-d