December 20th, 2003

2016, fenris + phoenix

it's 6am, do you know where your z's are?

I'm just sleep depped to all hell. I've got my old tetris program running smoothly now in OpenGL [[with glut]] (if, well, no, bits of it are certainly not production quality). I need to get the winking crooked smiley face back in, and I need to get trippy backgrounds back in, and then I need to make the backgrounds much better than they used to be, and then I need ... need ... who am I and what am I doing with this keyboard? umm. :readsfurtherup: Oh, right, then the whole point of doing it in opengl (well, one of them), I need to do some transformations on the 'tetris blocks' plane. Unfortunately, I don't think I left myself as much room as I kinda needed to do what I meant to. Which means I need to resize things. Which means. Which means. Huh. This is awkward.

Then I need to do a "top scores" list, probably do the text cleaner (antialiased? or actual stroked text? AND antialiased? hmm.... hmm.)

and then I've got ideas, ideas, ideas, for a non-traditional tetris mode. :) that I haven't seen before, so maybe other people haven't seen them either.

and then... what? where? what, really? I can't remember. Again. Hmm. An installation program would be good. Or something. I really need to get the special effects going on in the background. Unfortunately, the cleanest way I'm seeing to do _those_ is with a power of two texture... so then rendering the falling block to that, and then mapping it back to the "whole" of the screen, somehow, ... in ... umm ... orthographic mode, I think it would have to be... can you STREEEEEEEEETCH a texture to fit a quad? almost certainly, right? Hmm.

Maybe I'm having ideas. Maybe. Though, back to... yeah, getting the falling block to mesh with the projection projection. oy. I think it's simple math (I mean, it's just matrices, right?) but I'm sure I'd mess it up. And I don't know how fast it could be trying to do it myself. But I'm not getting how to get the toolkit to do it. argh?

Maybe I should just play with some other ideas for a while. But... but but but.
2016, fenris + phoenix

opengl texture help???

I'm trying ye olde tetris in opengl, with glut.

I have big plans, but first there are amazingly big obstacles.

I have the basic gameplay fine, but I want to do some "demo" effects in the background (for starters).

So I made a texture (in code), and wrote to it... and that seems fine... and I can even, sometimes, display it... I'm copying some lame "blurring" code that seems to work all right, but it's not working at all when I try to chop it into my own code. At this point, I've been up 30 hours and I'm completely lost. If anyone would be willing to look through my hellcode, I'd really appreciate it.

I don't much even care what effect I get. I just want to be able to see something written to the texture, and _stay_ there for a couple dozen frames. preferably fading out in a really pretty manner, but...

I probably should have stepped through the billion tutorials, but I was doing so well up until here. And I have stepped through a couple of million. Just not hitting the right ones, or. Or or or.

...

code -- http://erif.org/temp/fallingup.c