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Taking up OpenGL(extreme n00b questions)

This is a discussion on Taking up OpenGL(extreme n00b questions) within the Game Programming forums, part of the General Programming Boards category; hey, i'm once again trying opengl(only for a 2d game.) I have some questions, if anyone would be so inclined ...

  1. #1
    Intranasal Heroin User Xterria's Avatar
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    Taking up OpenGL(extreme n00b questions)

    hey, i'm once again trying opengl(only for a 2d game.)
    I have some questions, if anyone would be so inclined to answer them.

    1)what is more stressful on the videocard/processor, windows or fullscreen mode? In directdraw windowed mode seemed to not work as well on crappier comps. and also in fullscreen, everything loads way faster.

    2)wtf is a mip-map? It has somthing to do with texturing i think.

    3)WHY are all of my textures on a 2-d polygon so blurry? Say I have a 200x200 texture, how do i make a 200x200 polygon and have the texture on it be exact size? All i see are floating points. Does it even have any correlation with pixels?

    4)oh, and finally, what do you like better? opengl or directx?
    ...im kidding! don't start world war III!

    merci beaucoup por favor or somthing.

  2. #2
    RoD
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    Re: Taking up OpenGL(extreme n00b questions)

    1)what is more stressful on the videocard/processor, windows or fullscreen mode? In directdraw windowed mode seemed to not work as well on crappier comps. and also in fullscreen, everything loads way faster.

    You will find that this is mostly dependent on your system, but i have found that most of the time windowed is a little faster.

    2)wtf is a mip-map? It has somthing to do with texturing i think.

    When you render a textured object, you might notice some visual problem areas when the object moves closer to or farther away from the camera position. These problems are the result of OpenGL trying to compensate for the moving texture by filtering the texture map down to a size that fits the object.

    OpenGL performs mipmapping by determining which texture image to use based on the resolution of the object. So when an object is close to the camera, it will take up more pixels on the screen and have a higher resolution, meaning the larger texture map is used (and visa versa as it moves farther away from the camera).

    If you want i think i might have already written a short tutorial on mip-mapping on my server pc i can dig up.

    3)WHY are all of my textures on a 2-d polygon so blurry? Say I have a 200x200 texture, how do i make a 200x200 polygon and have the texture on it be exact size? All i see are floating points. Does it even have any correlation with pixels?

    I honestly dont know i havent got that far, confuted would.

    4)oh, and finally, what do you like better? opengl or directx?
    ...im kidding! don't start world war III!


    I write tutorials for opengl, i dont need to answer that.

  3. #3
    Intranasal Heroin User Xterria's Avatar
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    ok, my only real problem now is why textures get so distorted on fullscreen mode! I mean, the windowed version looks perfect, but full screen just blurrs the textures so bad you can't even see them!

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    Intranasal Heroin User Xterria's Avatar
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    nvm i got it

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