back-face culling
I recently found a tutorial on back-face culling. It means telling OpenGL not to draw invisible faces (faces on the back side ;) ) of a mesh, which does speed up the rendering a lot.
I was looking for something …
I recently found a tutorial on back-face culling. It means telling OpenGL not to draw invisible faces (faces on the back side ;) ) of a mesh, which does speed up the rendering a lot.
I was looking for something …
Okay, here is some code for mouselook with SDL…
struct { int x, y; //In this case: the position where the mouse is held at bool trap; //flag for holding mouse at one place } mouse; void MouseMotion(){ /* Set x and y to the current mouse position */ int x, y; SDL_GetMouseState(&x …
After spending hours trying to figure out why my mouselook function didn’t work with SDL, I finally got a solution.
The problem was that I didn’t use SDL_PumpEvents() before calling SDL_GetMouseState(). But if …
Almost done with rewriting Mineshooter to work with the Simple DirectMedia Layer Library. Still have a few problems with the mouselook, but I should be able to work out a solution very soon.
SDL is quite sim …
I’m currently working on learning SDL and am also thinking about making my Mineshooter Projekt use SDL. Does anybody have experience with programming SDL-Applications and would advice against us …
Finally worked out the World-Collision problem. The player now collides perfectly with the blocks, but there is one problem left:
If you collide with a block in front on you, “you look inside the block”. That’s be …
Continued work on Mineshooter!
I just read a blog-article from manwithsteelnerves about z-fighting which really motivated me to continue 3D-programming with OpenGL. That’s why I decided to con …
This is the last of the projects I’m currently working on. It’s called “Notenspiel” (German), probably could translate it to “Note Game” (Meaning musical notes).
You can see your points in the top-left (yes, “Punkte” is …