04-26-2023, 02:11 PM
@MasterGy
I'm glad it's working for you. More advanced techniques in OpenGL refer deeper and deeper into C++ (for example initializing GPU 1 and then initializing GPU 2) for bumpmapping and multitexturing, but that's a long way from QB64, I'll try to rewrite these things in QB64, but my success rate will already plummet. Here, it is simply necessary to improve a lot in C++, because I simply cannot do some initialization differently than through the H file, even if I stood on my head and waved my ears.
What I'm talking about starts like this:
PFNGLMULTITEXCOORD1FARBPROC glMultiTexCoord1fARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3fARB = NULL;
PFNGLMULTITEXCOORD4FARBPROC glMultiTexCoord4fARB = NULL;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB = NULL;
I really don't even dare to hope that I can run this definition.
I'll try anyway. Yeah, I'll try. There's only one logic to the matter: Now it's not written in QB64, so it can't be worse. And if it succeeds (I give it a "high" chance of about 0.00001%), then we will move a little further. I will definitely continue this thread, just jumped back to audio for a moment - because I enjoy that too.
I downloaded your world with Google Drive. The tree movements in your 3D world are just great. The appearance of the image from a distance and everything using Maptriangle is simply amazing.
I'm glad it's working for you. More advanced techniques in OpenGL refer deeper and deeper into C++ (for example initializing GPU 1 and then initializing GPU 2) for bumpmapping and multitexturing, but that's a long way from QB64, I'll try to rewrite these things in QB64, but my success rate will already plummet. Here, it is simply necessary to improve a lot in C++, because I simply cannot do some initialization differently than through the H file, even if I stood on my head and waved my ears.
What I'm talking about starts like this:
PFNGLMULTITEXCOORD1FARBPROC glMultiTexCoord1fARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3fARB = NULL;
PFNGLMULTITEXCOORD4FARBPROC glMultiTexCoord4fARB = NULL;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB = NULL;
I really don't even dare to hope that I can run this definition.
I'll try anyway. Yeah, I'll try. There's only one logic to the matter: Now it's not written in QB64, so it can't be worse. And if it succeeds (I give it a "high" chance of about 0.00001%), then we will move a little further. I will definitely continue this thread, just jumped back to audio for a moment - because I enjoy that too.
I downloaded your world with Google Drive. The tree movements in your 3D world are just great. The appearance of the image from a distance and everything using Maptriangle is simply amazing.