the Github pull request.
Note: The reason why I'm changing isn't that they won't pull it. It's because they don't have the feature that I need.
Got some cool, basic lighting going on, with help from Boomer678.
The reason they rejected your code is the same reason I reject code for Half-Life 2: Sandbox, and why every other anal project in the world (read: solid) rejects implementations.
Hentie gave me a 4000+ line patch once for Half-Life 2: Sandbox, and out of all of his changes and implementations I implemented one function which was useful, which came out to be a whopping total of ~5 lines of code. At the most, .125% of his work was suitable for the project.
Been away from home for too long :/ adding 3d polar plots in (r, theta, phi). Here's a sphere:
Why don't you fork it, add what you need and use that? You can always pull in new code from upstream later
Messing with lighting:
There we go, just a missing cos when I was converting to cartesian space. Fixed the lighting too - decided to do it after coordinate conversion, saved a lot of headaches:
I have no idea why it makes that shape. Polar relations mess with my brainCode:r = theta * phi + sin(time)
Making some dungeon generator thing using C++ and sfml. It still needs some improvement
fixed it a bit,heres a pic showing the hallways in blue
I don't know about mipmap access from GLSL. Filtering is done transparently so, as far as I know, GLSL has no knowledge of mipmapping. (Edit: The textureLod() functions appear to allow access to individual mip levels within GLSL)
You rated me zing robo_donut, but I'm actually working on it again. (And I've actually got it working this time. 2 years? PFFFT More like 8 hours)
They're making wobbly pink polygons at the moment, but it's at least a start. Next to the weapons programming.
I added highlighting and the ability to clear the page. As you can see that is a beautiful picture of a blue winter forest by the hilles, next to a long valley that gushes with a strange yellow water. I guess I could it was NSFW, but then again - that is true art.
Now to package and test on the VM. Then onto submission!
boner while taking a piss
Also it seems that I may have wasted my time. Apparently you had to regester as a vendor before the 15th to be eligble. I've tweeted at BlackBerryDev to ask about it, but it seems I'm too late. That sucks, why would you make it so you need to be registered on the 15th but submit by the 2nd of March?
Alright I got mipmaps working correctly, The textureLod() did the job. It's weird because in osgPPU they output a buffer for each mipmap level... It's seem a little overkill since you can simply re render a quad while changing the mipmap LOD for each pass since it's only needed for the brightpass.
Fixed grid issues, and implemented screen panning!
and for content, here's me making an SS:MM:H timer:
If it's sending data you're looking for, it's actually pretty simple for the most part, but I've also implemented some safety mechanisms to prevent things like infinite loops.
mobs now drop loot (mainly health/mana potions)
level up works (no animation as of yet) but the exp system is pretty much finished.
next up: skilltree (finally some real action!)
but I'll be probably refactoring the next few days. lots of things I'm not happy with!
Damn you Dwarf Fortress. It's all I've been working on lately.
Improved my track dumping implementation some more, figured out the maximum substream block size we can request is 1MB, so now we're asking for the largest possible every request.
This brings down the download time for a 3:30 320k MP3 to roughly 3 seconds down from over 10 seconds. Epic optimisation, go!