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1  Java Game APIs & Engines / OpenGL Development / Re: a couple more questions on: 2003-04-09 23:30:14
I know you can save alpha channels in a .png but I just can't get Photoshop (or any paint program for that matter) to do it. Is there some secret trick?
2  Java Game APIs & Engines / OpenGL Development / a couple more questions on: 2003-04-09 00:38:34
1) I still can't get things to render properly. What is wrong with the following?

           gl.disable(GL.TEXTURE_2D);
           gl.blendFunc(GL.ONE,GL.ZERO);
           board.render(gl);
           
           gl.enable(GL.TEXTURE_2D);
           gl.blendFunc(GL.SRC_ALPHA,GL.ONE);
           gl.color3f(1.0f,1.0f,0f);
           gl.bindTexture(GL.TEXTURE_2D,textures[0]);
           gl.begin(GL.QUADS);
                 gl.texCoord2f(0,1);
                 gl.vertex2f(mouseX,mouseY);
                 gl.texCoord2f(0,0);
                 gl.vertex2f(mouseX,mouseY+16);
                 gl.texCoord2f(1,0);
                 gl.vertex2f(mouseX+16,mouseY+16);
                 gl.texCoord2f(1,1);
                 gl.vertex2f(mouseX+16,mouseY);
           gl.end();

The cursor ends up being blended with what is already on the screen. Changing the blending mode just makes it so the black transparency shows up. What am I doing wrong?

2) I would rather have my game in a window (yes I know that it is meant to be a debug mode). Is there any way to share the Windows cursor (for lack of a better description)? I.E. when the cursor reaches the edge of the Display boundries it hops out into the Windows environment.

3) What does Sys.getTimerResolution() do? Is it measured in ticks per millisecond?

Thanks for the help Smiley.
3  Java Game APIs & Engines / OpenGL Development / Re: screen dimensions in Open GL units? on: 2003-04-06 19:34:06
Thanks guys, everything is working pretty well now. One thing is kind of bothering me though. My particles end up going on top of the sprites and I would like them underneath, and I can't figure out how to change the order. Turning off blending before rendering the sprites and then turning it back on before the particles doesn't seem to work.
4  Java Game APIs & Engines / OpenGL Development / Re: screen dimensions in Open GL units? on: 2003-04-04 22:58:51
I'm just worried that the image will get too distorted at really high or low resolutions.
5  Java Game APIs & Engines / OpenGL Development / Re: screen dimensions in Open GL units? on: 2003-04-03 23:45:04
I think I might just go to ortho view. How well does open gl resize the textures? I wanted the game to be playable on any resolution but it doesn't look like it is going to happen.
6  Java Game APIs & Engines / OpenGL Development / Re: screen dimensions in Open GL units? on: 2003-04-02 18:49:12
All I need is a way to tell if a vertice is in the current camera view. I'm not sure what I was thinking before.

I did think about using ortho, but that limits the game to only looking good at one resolution.
7  Java Game APIs & Engines / OpenGL Development / screen dimensions in Open GL units? on: 2003-04-02 00:55:22
Is there a way to find out what the dimensions are based on where the camera is? Even from (0,0,0) would work in my case. I can use simple triginometry to calculate what it is from the camera height I decide to use and store it in a final. I am working on a 2d-3d overhead game and I need to know to keep the "sprites" from going off the screen. Right now I am just using textured quads, but in the future I hope these will be come actual models so I can do some cool effects with the z coordinate (for example, enemies fly up and shoot down at you).
8  Java Game APIs & Engines / OpenGL Development / system time on: 2003-03-28 21:34:41
LWJGL is too fast Grin. The calculated time for me between each frame (using System.currentTimeMillis()) comes out to 0 ms so nothing ends up moving with time based movement. Any ideas?
9  Java Game APIs & Engines / Java 2D / backgrounds and VolatileImage on: 2002-12-15 19:09:49
Currently, I draw a tiled background for my game to a volatile image. When I'm ready to draw the scene I first draw the volatile image to the buffer strategy, then the objects, and then use show(). Is this the best way to use a volatile image, or would I be better off just drawing the tiles to the graphics from the buffer strategy?
10  Java Game APIs & Engines / Java 3D / Re: GL4Java and setUndecorated(true) on: 2002-10-27 12:41:19
It still didn't work. I guess switching to fullscreen mode forces it to start drawing. Unfortunately the virtual machine doesn't like my Radeon card so it crashes whenever I try entering fullscreen Sad.
11  Java Game APIs & Engines / Java 3D / GL4Java and setUndecorated(true) on: 2002-10-26 19:28:28
When I try using setUndecorated(true) with an application that has a GL4Java canvas, nothing is drawn to the canvas until I unhide my taskbar and hide it again or alt+tab to another program and back. Is this a bug with GL4Java or something with my program?
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