1
vote
1answer
35 views

Jogl2 won't accept jogl 1.0 code - GL_LIGHTING and GL_LIGHT_MODEL_AMBIENT cannot be resolved or is not a field?

I'm trying to run my code on jogl 2.0 , for the first time (until now I worked with jogl 1.0) however Eclipse throws to almost every that I have a "cannot be resolved or is not a field" message . ...
1
vote
0answers
49 views

Another Question from the Image Efficiency for Memory Handling

At this topic, "Which image format is more memory-efficient: PNG, JPEG, or GIF?", one of the fellow Game Development community @Panda Pajama told about the complex concept about image memory handling ...
41
votes
6answers
3k views

Which image format is more memory-efficient: PNG, JPEG, or GIF?

Which image format is more efficient to save memory? PNG, JPEG, or GIF?
1
vote
0answers
100 views

How to draw a large number of model (identical) with vertex buffer in XNA?

I am facing a problem that many developers as have probably found a solution. I have a small project with a floor designed with small cubes (100X100). If I exceed this limit, my game suffered major ...
-3
votes
4answers
500 views

Starting to make 2D games in C++ [closed]

I'm fairly experienced with C and C#, but I've only ever created console/windows applications. I'm also experienced with AS3 and I've made some flash games. I want to make proper 2D games in C++, but ...
10
votes
3answers
835 views

How do I scale down pixel art?

There are plenty of algorithms to scale up pixel art. (I prefer hqx, personally.) But are there any notable algorithms to scale it down? My game is designed to run at a resolution of 1280x720, but if ...
0
votes
0answers
80 views

Opengl binding shaders vs binding buffers performance

Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
1
vote
2answers
175 views

Is 2 lines of push/pop code for each pre-draw-state too many?

I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 ...
0
votes
2answers
194 views

In need of Game Development Industry guidance [closed]

Sorry if there is already a question like this, i searched but didn't found the answers i'm looking for. I need advice on what should i focus more and where i should start, i need a plan. Currently ...
1
vote
1answer
787 views

global transform to local transform?

If an object is attached to another one and you need to set its position, rotation and scale in global space, what do you do to get the local versions of these values, knowing the same values for the ...
0
votes
1answer
223 views

Is it possible to extract textures or sprites from compiled game files?

For instance, every map in Portal has what appear to be sprites over a texture indicating the obstacles you'll face (see screenshot). Are these resources compiled into the source as byte code, or is ...
4
votes
1answer
824 views

GLSL default shaders

I've been arming my engine with error checking code. I'll try to describe this situation to my best abilities. Whenever i load a shader and there's an error (file doesn't exist, compilation error, ...
0
votes
2answers
243 views

GLSL shader compilation

When i'm compiling a shader does it have to be complete? Can i use glCompileShader on a shader without a main() function? The OpenGL reference documentation has a nice writeup on program linking ...
0
votes
1answer
122 views

handling buffers in OpenGL

I'm reading through the OpenGL docummentation for version 3.3 core. I'm having issues understanding proper buffer deletion. ATM i have an object that loads itself into OpenGL memory in the ...
3
votes
2answers
192 views

Full screen display mode

Could somebody point me to resources that would explain what full screen actually is? What's the point of it? It seems to be more than just a window that has the client are taking the whole screen.

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