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Entries for the ‘sdl’ Category

BasicTexture

Description
This sample demonstrates how to load and render a simple texture to a quad. A texture is like a “skin” of a 2D image that’s wrapped around a 3D object in your game world. It’s a cheap and easy way of providing realistic and snazzy looking objects.
Download
Download the project files here: PeonSDK-BasicTexture

BasicFog

Purpose
This code sample demonstrates how to use some basic fog properties for using it in an OpenGL scene. If you use the up and down arrows, it will move the box towards and away from the camera which demonstrates how it comes out of the fog.
Download
Get the project here: PeonSDK-BasicFog

Fixed Function Geometry Pipeline

How a vertex becomes a pixel
In the graphics libraries of OpenGL and Direct3D (*pre-DirectX10), the
common method for learning how to properly compute the position, and
other properties, of a vertex has been through the implementation of
the Fixed Function Geometry Pipeline.
This is the main pipeline in which the graphics engine calculates the
proper rendering to a vertex in [...]

Cartesian Coordinate System

Everyone uses them!
In this tutorial, we’ll focus on the concept of a Coordinate System which is used as our very foundation for positioning every object that we need to draw. Whether we’re rendering a menu system, our player avatar, explosion sprites or
even our high score list, we’re taking advantage of the coordinate system to ensure [...]

Getting Started With SDL/OpenGL

Welcome to the first tutorial on programming some OpenGL! Before we go into the specifics of drawing to our graphics device, we need to cover some quick ground in setting the system up to properly communicate with our game.
Due to the fact that OpenGL is a cross-platform library, meaning it can run under several different [...]