Saturday 30 July 2011
Thursday 28 July 2011
making a grid shockingly annoyoing
managed to finally make a wireframe, which is really just 15x15x15 wireframe cubes after some trial and error.
And of course the finished grids
As far as accidents go these donuts where kind of cool.
And of course the finished grids
Monday 25 July 2011
40x4x40
A very large array of particles arranged as 4 particle thick square, anything larger seems to cause a stack overflow, anything larger also seems to slow my PC down so its not much to worry about.
Friday 15 July 2011
Attempted improvement
Have made an attempt to improve the program by using a simple hard-coded texture generator for the particles instead of relying on an outside texture file. somthing like this one Particle Sytems Rendered as OpenGL Points .
result not good
void particles::makeFloorTexture(void)
{
char circles[17][17]= {
"xxxxxxxxxxxxxxxx",
"xxxxxxxxxxxxxxxx",
"xxxxxxxxxxxxxxxx",
"xxxx....xxxxxxxx",
"xxx......xxxxxxx",
"xxx......xxxxxxx",
"xxx......xxxxxxx",
"xxx......xxxxxxx",
"xxxx....xxxxxxxx",
"xxxxxxxxxxxxxxxx",
"xxxxxxxxxxxxxxxx",
"xxxxxxxxxxxxxxxx",
"xxxxxxxxxxxxxxxx",
"xxxxxxxxxxxxxxxx",
"xxxxxxxxxxxxxxxx",
"xxxxxxxxxxxxxxxx",
};
//GLubyte
//floorTexture[16][16][3];
GLubyte *loc;
int s, t;
/* Setup RGB image for the texture. */
loc = (GLubyte*) floorTexture;
for (t = 0; t < 16; t++) {
for (s = 0; s < 16; s++) {
if (circles[t][s] == 'x') {
/* Nice blue. */
loc[0] = 0x0;//0x1f;
loc[1] = 0x0;//0x1f;
loc[2] = 0x0;//0x8f;
} else {
/* Light gray. */
loc[0] = 0xca;
loc[1] = 0xca;
loc[2] = 0xca;
}
loc += 3;
}
}
result not good
Sunday 3 July 2011
Something more interesting
Using some perlin noise (which might be overkill) i have created something that allows me to create random arrays of "stars"(particles) in in what are hopefully unique combinations and then allow these to be represented are particles in my particle system, for some reason blue stars seem to be grossly over represented most of the time i run the program
Thanks to some patient help from r/opengl i have eliminated the problem of having to depth test particles while creating the new problem of making it look l artifact-ed with my poorly implemented additive blending.
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