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    Opengles2 (Racing) Game Development

    feeding a vec3 array to a vec4 attrib should work accoring to the specs, but you're into seldom-threaded, little-tested driver code territory there. alternatively, you can use a vec3 position attrib and output a constant w from within the shader - no guessing, no driver uncertainty. i think you...
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    Opengles2 (Racing) Game Development

    Whynodd, a few remarks from first glance: * your application does not have an x event loop - i guess you're fine with that at this stage, though i'm surprised eglSwapBuffers() still manages to work without an even loop. * in theory, your vec4 vPosition attribute should get an implicit w = 1 by...
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    Onee-sama Tasukete!

    there are some quite deceitful titles on these forums.. any new artwork?
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    Opengles2 (Racing) Game Development

    Whynodd, see, there was no need to panic ; ) ps: torpor, your filling up of the config attribs array (pi32ConfigAttribs) overruns the next variable in case of fsaa (and generally the fsaa request part is broken). you may want to remove the first occurrence of pi32ConfigAttribs[attrib++] =...
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    Opengles2 (Racing) Game Development

    generally yes, but i cannot help you with specifics there - i'm not an SDL user. are you looking particularly for an SDL+EGL one? because if you're ok with talking directly to X, here's a direct link to ES2 initializing code, known to work on pandora. i guess your code actual trying to...
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    Opengles2 (Racing) Game Development

    hi Whynodd, no. SDL gives you some extras, which would not be needed if you're after a hello-world GL ES app. surfaces keep either framebuffers or textures (or both, in the case of render-target textures). contexts are containers for a single GL client/server state. you need at least one...
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    Finally Got My Pandora

    most stories so far sound funny. here's another one: i was doing the dishes, and was just generously pouring detergent into a dirty mug, when i had to answer the phone. having already practically task-switched, i habitually put the mug back on the clean glasses shelf of the cupboard and went on...
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    Rtcw Dev Thread

    frankly, i can't imagine what id soft were thinking when they decided to use *that* part of the GL API for implementing curves.
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    Learning Ogl And Shaders? This Can Be Of Use To You

    heya, just a heads-up that .3ds models reading now handles texcoord attributes, so you can load your textured 3ds models in ntsh-jass and throw at them some fancy GLSL shaders. while sitting on a park bench ; ) here's how Dragons_Slayer's great Scrooge McDuck model from the 256x256x256 thread...
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    Rendering Engine

    interesting stuff there, Cloudef! do you plan supporting ES2 soon?
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    Beta Prboom Es Style

    generally yes, and it's quite simple, really. as you know the wall segments of sky type use a special planar projective texture mapping. now, the final, homogeneous projection stage of that mapping, namely (s, t, r) /q, is done automatically by the ES 1.x pipeline, the same way it's been done in...
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    Downloading?

    erm, i know it's fashionable to bash on the idevices but that's just funny. if one took it at face value, they'd conclude that: a. the idevices have something less than a full operating system, and b. they can't easily download and run applications with no pc involved my cellphone from 2007...
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    Beta Prboom Es Style

    Pickle, try the following patch to gl_main.c::gld_DrawWall(). keep in mind it's a prima-vista code - has not even been passed through a compiler, so you may need to fix a typo or two. --- gl_main.c.bak 2010-08-14 19:55:08.000000000 -0400 +++ gl_main.c 2010-08-14 21:33:10.000000000...
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    Onee-sama Tasukete!

    pure awesome™
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    Onee-sama Tasukete!

    i love this sequence. if the game had more of those i'd just play it to watch those.
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    Rendering Engine

    not familiar with Silo, but blender should not be much of a problem to extract either meshes or skeletal animations from. all skeletal animation systems i've ever seen can be pinned down to: @compute_animation for every animated bone entity (matrix, quat, euler, you-name-it) find pair of...
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    Rendering Engine

    well, all that is required is the ability to export (1) meshes with bone attributes, and (2) skeletal animations from your modelling package of choice. so, what's your modelling package of choice?
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    Would You Pay For Games

    stop touching your bytes, you'll go blind. also, you'll confuse the heck out of make.
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    Beta Prboom Es Style

    heh, they screwed up their indexing, but you caught it. my guess is their non-USE_VERTEX_ARRAYS code simply does not work in the current codebase. skybox is broken since it's a special case of wall segments using autogenerated environmental uv-mapping, that much is obvious in the drawing code...
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