Thursday, 28 July 2011

cubes of cubes

now got a way to use a bool to turn cubes from solid to wireframel.



making a grid shockingly annoyoing

managed to finally make a wireframe, which is really just 15x15x15 wireframe cubes after some trial and error.





As far as accidents go these donuts where kind of cool.



And of course the finished grids

Monday, 25 July 2011

40x4x40


A very large array of particles arranged as  4 particle thick square, anything larger seems to cause a stack overflow, anything larger also seems to slow my PC down so its not much to worry about.

Friday, 15 July 2011

Attempted improvement

Have made an attempt to improve the program by using a simple hard-coded texture generator for the particles instead of relying on an outside texture file. somthing like this one Particle Sytems Rendered as OpenGL Points .

void particles::makeFloorTexture(void)
{

     char circles[17][17]= {
  "xxxxxxxxxxxxxxxx",
  "xxxxxxxxxxxxxxxx",
  "xxxxxxxxxxxxxxxx",
  "xxxx....xxxxxxxx",
  "xxx......xxxxxxx",
  "xxx......xxxxxxx",
  "xxx......xxxxxxx",
  "xxx......xxxxxxx",
  "xxxx....xxxxxxxx",
  "xxxxxxxxxxxxxxxx",
  "xxxxxxxxxxxxxxxx",
  "xxxxxxxxxxxxxxxx",
  "xxxxxxxxxxxxxxxx",
  "xxxxxxxxxxxxxxxx",
  "xxxxxxxxxxxxxxxx",
  "xxxxxxxxxxxxxxxx",
     };

  //GLubyte
   //floorTexture[16][16][3];
  GLubyte *loc;
  int s, t;

  /* Setup RGB image for the texture. */
  loc = (GLubyte*) floorTexture;
  for (t = 0; t < 16; t++) {
    for (s = 0; s < 16; s++) {
      if (circles[t][s] == 'x') {
        /* Nice blue. */
        loc[0] = 0x0;//0x1f;
        loc[1] = 0x0;//0x1f;
        loc[2] = 0x0;//0x8f;
      } else {
        /* Light gray. */
        loc[0] = 0xca;
        loc[1] = 0xca;
        loc[2] = 0xca;
      }
      loc += 3;
    }
  }




result not good

Sunday, 3 July 2011

Something more interesting


Using some perlin noise (which might be overkill) i have created something that allows me to create random arrays of "stars"(particles) in in what are hopefully unique combinations and then allow these to be represented are particles in my particle system, for some reason blue stars seem to be grossly over represented most of the time i run the program





Thanks to some  patient help from r/opengl i have eliminated the problem of having to depth test particles while creating the new problem of making it look l artifact-ed with my poorly implemented additive blending.