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Topics - Knurz

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1
General chat / Mathematics on youtube [GERMAN]
« on: June 07, 2012 »
Hi!

http://www.youtube.com/watch?v=mWN0cA_Ngk4&list=PL526B83B6A68B8759&index=13&feature=plpp_video

Wer sich mit Mathematik genauso schwer tut wie ich, das eine recht anschauliche Version des ganzen Vektorenkrams und mit der Rumrechnerei desselben. Wenn man auf den Channel des Users geht sind da noch etliche andere Mathevorlesungen aufgezeichnet, aber da ich eher noch bei den Basics bin, poste ich mal das. :)

lg.

2
Challenges & Competitions / [CUBES] HTTSC
« on: May 04, 2012 »
Hi!

I considered long if this is worth an entry here. But I'm in a learning process and want to hear your opinions to this :).
So this is my first real OpenGL Stuff done. I played a little around with blending and OpenGL so it's more a "What I have learned while writing this" :).

Please tell me what you like and what you didn't like, I want to learn from my design/program mistakes I've done with this one :).


3
Projects / First oGL Intro - VROOM Remake
« on: March 20, 2012 »
Hi Guys!

I finished my first openGL Intro - a remake of Vision Factory's "VROOM" Intro which I liked back then in the old days :).

Hope you like it, your opinion would be nice.. I tested it on Systems from my friends ("U want to install a virus!!!") and it worked on several resolutions/Windows Versions. As "source" I took this video: http://www.youtube.com/watch?v=YV-pu1tpsLQ .

I included the sourcecode, maybe its helpful - some debug stuff is still in there.. :).

cu.

4
Hi!

I'm new to OpenGL and to intro coding and I tried to do a simple scroll effect... which drives me a little crazy :P

To set the vsync setting in the GL I'm using:
Code: [Select]
wglSwapIntervalEXT = wglGetProcAddress("wglSwapIntervalEXT");

if (wglSwapIntervalEXT)
wglSwapIntervalEXT(1);

But this is useless if someone has forced his vsync setting to off using his driver. My next thought was to calculate the framerate by myself ( where I found this forum with google... ) and I followed some threads where the guys are talking about a delta-timer which guarantees a solid FPS. So my next thought was about taking a highprecision timer, store the last taken time in a var and sub/compare it with a time taken right now:

Code: [Select]
GetSystemTimeAsFileTime (&ftCurrent);
liconvert.LowPart = ftCurrent.dwLowDateTime;
liconvert.HighPart = ftCurrent.dwHighDateTime;
liCurrent = (double)liconvert.QuadPart/10000;
if (liCurrent - li_oldTime > 16) {
                                        ..... do stuff .....
glClearColor(0.1568f,0.2705f,0.71764f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity();
DrawGLScene();
glFlush();
SwapBuffers(hDC);
glFinish();
li_oldTime = liCurrent;

The situation right now is that the scrolltext flickers .... a little less if vsync is on, a little more if vsync is off. I've tried comparing the "100-nanosecond intervals" from GettSystemTimeAsFileTime but it still flickers.

It seems that my problem is that the program renders sometimes more, sometimes less frames than the Adapter is displaying. Is there any way how I can fix that ? I've checked the dependencies of several intros to see if they are based on OpenGL too, and played around with vsync settings and I never noticed a flicker on effects. So..what am I doing wrong ?

Thanks for your help :).

Bye

PS.: I've attached the executable, so you can see my problem. If you are unsure to run it, it's packed with UPX, so just unpack it and you can inspect/check it for safety.

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