15 years, 4 months ago
Highlights
Don't use a Sprite class as a representation for your player. Sprites are usually general-purpose 2D elements. Instead, create an "Entity" or "Actor" cla…
15 years, 4 months ago
15 years, 4 months ago
Hi. I will use the stencil buffer to draw 2D shadows, but I'm having some problems figuring out how to render things to the stencil buffer in the correct order, and how to s…
15 years, 4 months ago
Hi. The following function (java) calculates the shadows which a shape casts depending on the position of the lights. It isn't required to understand my problem, but I'l…
15 years, 4 months ago
Hello. I have a Sprite class which renders parts of its texture invisible using ordinary blending: (Note, this is Java, using LWJGL, that's why a GL11 is in front of everyth…
15 years, 4 months ago
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See all in DiscussionsDon't use a Sprite class as a representation for your player. Sprites are usually general-purpose 2D elements. Instead, create an …
15 years, 4 months ago
I'm guessing currently you do something like this: class GraphicsManager { std::vector<Player> players; //... void takeCareOfGraphicsForNPC(Player *player); void drawAll(); //... …
15 years, 4 months ago
That stuff comes later in the book, as the author also mentions a couple of times in the text.
15 years, 4 months ago