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Re: EOF 3D - image load support [Re: lostclimate] #104098
12/27/06 18:35
12/27/06 18:35
Joined: Jul 2004
Posts: 1,924
Finland
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Quote:

what library do you use and what library does it use, does it support directx? im just curious, i am starting to learn 3d programming with c++ and directx




Currently the code uses the following libs: OpenGL, GLU, GLUT, freeimage-3.9.2

Good luck with dx

Re: EOF 3D - image load support [Re: Ambassador] #104099
12/27/06 19:10
12/27/06 19:10
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Finland
btw, something odd I noticed while I tinkered RE issues with brayden:

GLUT opens up the window with winmm.dll and d3d9.dll .. I think that we are having directx abused here.. oh well...

I really like the way sam makes his time wasted in the worst way possible..


"Yesterday was once today's tomorrow."
Re: EOF 3D - image load support [Re: Inestical] #104100
12/28/06 12:37
12/28/06 12:37
Joined: Jul 2004
Posts: 1,924
Finland
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Textures are working now. Textures support standard features like anisotropic filtering and mipmapping (hardware). Also coded a camera, user can adjust cool stuff like lens with it

Re: EOF 3D - image load support [Re: Ambassador] #104101
12/30/06 01:04
12/30/06 01:04
Joined: Jul 2004
Posts: 1,924
Finland
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Current features:

crossplatform
rendering window with no specific resolution limitation
image support for bmp, tga, png, jpg, pcx and dds
textures with anisotropic filtering and hardware mipmapping
16 bit floating point textures
dynamic lighting
mesh rendering in immediate, vertex array, display list and vertex buffer object mode

Current source: 3264 lines; 93.6 KB

Some of the features are not tested yet and I'm doing other stuff tomorrow and the day after that so the development will most likely halt for that time

Re: EOF 3D - image load support [Re: Ambassador] #104102
12/31/06 17:01
12/31/06 17:01
Joined: Jul 2004
Posts: 1,924
Finland
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Materials and lighting working as they should



Re: EOF 3D - 3D Engine in One File [Re: Ambassador] #104103
01/02/07 11:29
01/02/07 11:29
Joined: Jul 2004
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Finland
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GLSL shaders and support for seting uniforms outside of the shader implemented.
Btw if someone hasn't noticed yet: the source for EOF3D can be downloaded from quickmag.info (or click the link in my sig)

Re: EOF 3D - 3D Engine in One File [Re: Ambassador] #104104
01/05/07 16:05
01/05/07 16:05
Joined: Jul 2004
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Finland
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Site changed to http://eof3d.mine.nu

New features:
entities with actions
frustum testing
frame buffer objects with multiple rendering targets
keyboard and mouse input

Re: EOF 3D - 3D Engine in One File [Re: Ambassador] #104105
01/07/07 17:22
01/07/07 17:22
Joined: Jul 2004
Posts: 1,924
Finland
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Scene manager implemented. Current list of features:

  • crossplatform
  • rendering window with no specific resolution limitation
  • image support for bmp, tga, png, jpg, pcx and dds
  • textures with anisotropic filtering and hardware mipmapping
  • 16 bit floating point textures
  • unlimited amount of OpenGL dynamic lights (objects rendered with 8 most intensive lights)
  • mesh rendering in immediate, vertex array, display list and vertex buffer object mode
  • materials (ambient, diffuse, specular and emission color, shininess, up to 8 textures and a single GLSL shader)
  • GLSL shaders
  • setting uniforms outside the GLSL shader
  • entities with actions
  • frustum testing
  • frame buffer objects with multiple rendering targets
  • keyboard and mouse input
  • customizable rendering function
  • fog and global ambient lighting
  • scene manager supporting both manual and automatic resource managing




Re: EOF 3D - 3D Engine in One File [Re: Ambassador] #104106
01/07/07 22:47
01/07/07 22:47
Joined: Sep 2002
Posts: 8,177
Netherlands
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Netherlands
Looking good! You seem to progress pretty fast with this all, nice job.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: EOF 3D - 3D Engine in One File [Re: PHeMoX] #104107
01/08/07 01:57
01/08/07 01:57
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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what are you working on next, because if you can start to support animations soon, i might just have to start working on a project with it

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