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I'm investigating ways of converting .bmps into texture maps, so I can do more than flat colors in OpenGl. OpenGl.org says such a capability doesn't exist within the gl library. Nehe uses auxDIBImageLoad, but the aux library is "strongly discouraged" by opengl.org. Nate Robbins just loads his textures from ppm files, which doesn't seem to help either. So, what can I do to display my .bmps on the screen?
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# ¿ Dec 1, 2007 10:17 |
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# ¿ May 3, 2024 00:00 |
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Nyvinyd posted:How would you guys suggest for someone to start from the absolute bottom? Here's how I started: Because it is free and moderately simple to install, I use the Borland C++ Compiler. It's seven years old, but if you're not doing anything super complex, it should suffice. Download it, run the exe, follow any pertinent readmes, and check to see if it's running correctly by compiling a simple program: Open notepad, save this as test.cpp: code:
So, go do all that, then come back and tell us how it went.
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# ¿ Dec 3, 2007 23:41 |
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Morpheus posted:is there any way to call collide() on it so that Player.collide() or Enemy.collide() or whatever is called, instead of GameObject.collide()? How about making GameObject an abstract class? That might help, assuming that C# abstract classes are like c++ abstract classes. (If they are not similar, disregard this post, as I'm preaching outside my tiny circle of knowledge) Some quick Googling gives an example: code:
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# ¿ Dec 18, 2008 00:49 |