ENIGMA Development Environment
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Messages - Goombert

2761
General ENIGMA / Re: Perfect Circles
« on: May 28, 2013, 02:26:58 AM »
??? ExDeus they do, we just got that cubes demo working on Windows, so OpenGL3 and GLSL work on Windows now, it was just a makefile problem. The only thing I have not finished is materials and unform shader variables functions.

2762
General ENIGMA / Re: Perfect Circles
« on: May 27, 2013, 08:09:25 PM »
 :D

2763
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 08:08:57 PM »
Yes just as Josh said though guys, you should be creating the bridges folder for windowing, because we also need it to hook up a DX device to it.

2764
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 11:46:38 AM »
Windowing systems need bridged also so the hWnd gets exposed so that it can be attached to a d3ddevice as well.

2765
Issues Help Desk / Re: Odd Sprite drawing issue
« on: May 27, 2013, 07:10:17 AM »
Hai gra  :D

2766
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 06:55:49 AM »
Well then that will go into OpenGL3, and whatever you do support goes into OpenGL1, so Deus I guess just focus on the OpenGL3 implementation, polygonz is the only one who OGL1 is needed for anyway besides Tsumi, and a few others.

I'm gone buy you a new computer polygonz :P

2767
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 06:48:50 AM »
Yep, if we are adding a frame buffer object, we need to set it up for anti-aliasing while we are at it so that it does not need written 2x.

2768
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 04:25:47 AM »
Oh ok yes that would make sense, hey are you on IRC? I got Ism's network functions working and made a simple client to server example and http request ^_^

Edit:

I made it do a simple http request and query our websites code ^_^

2769
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 04:12:39 AM »
Polygonz, hey bud, no lol I do not think I don't, no I'm %99.9999 percent certain you do not need a VBO. Vertex Buffer Objects just take the vertices in a model and pack them together into an object that handles storage and sends them to the GPU for fast rendering, so I do not know what that would have to do with tripple buffering?

Also while we are on fixing the double buffering and swapping, we should also take the oppurtunity to finally add MSAA and SSAA to the loop so it can down sample and then we can have some nice Anti-aliasing.

2770
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 03:49:54 AM »
Yah ExDeus is right, the whole point of double buffering is to get rid of flickering, you continue to draw what was last drawn while drawing the new stuff then swap at the end of draw events.

2771
General ENIGMA / Perfect Circles
« on: May 27, 2013, 02:35:42 AM »
I had a great idea of how we can make perfect circles in OpenGL3, make a flat plane, color it with a fragment shader  :D

2772
General ENIGMA / Re: Networking Systems *forthevin*
« on: May 26, 2013, 03:49:25 AM »
Hey ya good thing you caught that, thats one thing I missed. But its getting it from...
(extensions::targetAPI.networkSys)
Which the only reference I can find to is in that file :(

Edit: Ok I think I know it is that now, becuase I rename the none system to test and it still shows up as none, so perhaps its just setting that because it can't find it?

2773
General ENIGMA / Networking Systems *forthevin*
« on: May 26, 2013, 03:25:11 AM »
I recently got the chance to update the plugin and make networking systems show up as well as modified the makefile from SHELL and updated the compiler source to merge in the ENIGMANet multiplayer/networking functions from IsmAvatar. However I am having a problem, no matter what, it continues copying it as /None/ in APISwitchboard.h regardless of whether you set it in ENIGMASettings or I change its eyaml file to make it the default. You seem to know more about getting things to work properly in the engine like makefiles and stuff, do you think you could take a look at it? Everything is in my latest commit request.

2774
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 25, 2013, 08:14:57 PM »
No it is not necessary Josh, I was only bringing it up so that everyone knows for the sake of compatibility, some GM people have done it. And as stated before I like uncapped framerate for a comparative measure during development of my games, so I am satisfied my self tbh.

2775
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 25, 2013, 05:55:12 PM »
forthevin, I really don't care I don't need it, but this goes back again to the fact that physics simulations generally run at a different frequency, I just wanted you to know that some Game Maker games do it.  (Y) Rarely though I should mention, you don't see it very much if at all.