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<!-- RSS generation done by UBB.threads(tm) on Thu, 09 Feb 2012 18:15:10 PST -->
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	<channel>
		<title>OpenGL Discussion All Forums</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>OpenGL Discussion All Forums</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<item>
			<title>Moving points parallel to screen.</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309921#Post309921</link>
			<description>
			<![CDATA[<b>Posted by</b> LizSatoshi:<br />
			I'm trying to move the control points on my line parallel to the screen. This works great as long as the objects haven't been rotated at all. However they need to be able to rotate. I guess I'm just stumped.

Example of what it's doing:
without rotatio]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 18:15:10 PST</pubDate>
		</item>
		<item>
			<title>OpenGL lighting fault of texture</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309916#Post309916</link>
			<description>
			<![CDATA[<b>Posted by</b> Dark Photon:<br />
			[quote=Furtano]I have solid lighting bug in my battleship game.
What bothers me the flickering water textures that you see in the video (second half).[/quote]
What's the density of your mesh?  Keep in mind that with lighting in the fixed-function pipeli]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 12:52:27 PST</pubDate>
		</item>
		<item>
			<title>How do i increase the radius once per second</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309914#Post309914</link>
			<description>
			<![CDATA[<b>Posted by</b> carsten neumann:<br />
			Please use [ code]/[ /code] (no space after '[') around source snippets to make them easier to read.

[code]
while(1)
{
    time02 = time_now(); // Returns the time now
    count = (time02-time01)/1000; // Number of seconds since “time01”
    timeD]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 11:37:51 PST</pubDate>
		</item>
		<item>
			<title>Mapping several Textures on the same surface</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309906#Post309906</link>
			<description>
			<![CDATA[<b>Posted by</b> menzel:<br />
			Hello,

are you working with glActiveTexture() to select multiple texture units? Otherwise binding a texture will &quot;hide&quot; the last one. To use multiple textures in the same draw call you need to bind each texture to a different texture unit (selected by ]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 06:55:35 PST</pubDate>
		</item>
		<item>
			<title>Do big Quads slow down ?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309904#Post309904</link>
			<description>
			<![CDATA[<b>Posted by</b> mhagain:<br />
			With another object between the camera and the wall you are also getting some overdraw.  This may or may not be a big deal, but it can be alleviated by rendering objects from front to back and enabling backface culling.]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 05:56:08 PST</pubDate>
		</item>
		<item>
			<title>Center Of Mass Rigid Body</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309899#Post309899</link>
			<description>
			<![CDATA[<b>Posted by</b> BionicBytes:<br />
			I had a quick look through the reference paper given above. All I can say is &quot;good luck with that&quot;. 
If you can make head or tail from that lot figuring out how to make an OpenGl engine must be trivial ;-)]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 04:22:48 PST</pubDate>
		</item>
		<item>
			<title>Receive x,y data from socket continuously and plot</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309897#Post309897</link>
			<description>
			<![CDATA[<b>Posted by</b> V-man:<br />
			Collect the data and store them in a array.
Then render the points

glBegin(GL_POINTS)
for loop
{
glVertex3f(x, y, z)
}
glEnd()

The above is old GL.
With GL 1.5 and higher, use VBO.
Have a look at the Wiki for VBO.]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 02:44:06 PST</pubDate>
		</item>
		<item>
			<title>Shadow Mapping and MultiTexture problem!</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309891#Post309891</link>
			<description>
			<![CDATA[<b>Posted by</b> nakovn:<br />
			Sorry, my foreign languages is very bad.
I'm using shadow mapping with multitexture, but i have this problem.
When i rotate this face into shadow: 
[IMG]http://i178.photobucket.com/albums/w277/lequocnam/Truong%20Tan%20Group/shadowmapping2.png[/IMG]
It]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 00:01:56 PST</pubDate>
		</item>
		<item>
			<title>Transparent Problem in OpenGL - X11/xfce4</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309890#Post309890</link>
			<description>
			<![CDATA[<b>Posted by</b> xyzv.net:<br />
			Im working on a screen overlay in C++ with opengl, having an issue with window transparency &amp; rendering polygons. This is done in xfce4.

Its a standard window, with one modification to show the background as transparent.
 XMatchVisualInfo(dpy, Default]]>
			</description>
			<pubDate>Wed, 08 Feb 2012 23:59:10 PST</pubDate>
		</item>
		<item>
			<title>Deprecated functions</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309887#Post309887</link>
			<description>
			<![CDATA[<b>Posted by</b> paulbanks:<br />
			Alright, thanks for the suggestion.]]>
			</description>
			<pubDate>Wed, 08 Feb 2012 17:36:11 PST</pubDate>
		</item>
		<item>
			<title>OpenGL 3.0</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309876#Post309876</link>
			<description>
			<![CDATA[<b>Posted by</b> mhagain:<br />
			No, OpenGL doesn't work that way.

It's not some kind of software that you can download and get a higher version of.

To get a higher version you need two things.  Your hardware must support the features of the higher version, and your hardware manufa]]>
			</description>
			<pubDate>Wed, 08 Feb 2012 11:16:33 PST</pubDate>
		</item>
		<item>
			<title>glBufferData(GL_STATIC_DRAW) vs DYNAMIC_DRAW</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309859#Post309859</link>
			<description>
			<![CDATA[<b>Posted by</b> mhagain:<br />
			The GL_*_DRAW options are just hints to the driver about how you intend to use the buffer; drivers are in no way obliged to respect these hints and may place the buffer into any memory region they see fit.  The definition of &quot;see fit&quot; here would be totall]]>
			</description>
			<pubDate>Wed, 08 Feb 2012 01:53:40 PST</pubDate>
		</item>
		<item>
			<title>Core requires more streamlined assets</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309857#Post309857</link>
			<description>
			<![CDATA[<b>Posted by</b> Alfonse Reinheart:<br />
			[quote]The fundamental issue is that in core OpenGL one cannot merge all of these meshes and draw in a single go since each mesh has its own material that I need to set using uniforms.[/quote]

Then you need to ask yourself a question: do you believe th]]>
			</description>
			<pubDate>Wed, 08 Feb 2012 00:46:08 PST</pubDate>
		</item>
		<item>
			<title>compiling error of texture3D</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309854#Post309854</link>
			<description>
			<![CDATA[<b>Posted by</b> Ilian Dinev:<br />
			vec3 vDiagonal = texture(Diagonal,CurCoord.xyz).xyz;

or

vec4 vDiagonal4 = texture(Diagonal,CurCoord.xyz);
vec3 vDiagonal = vDiagonal4.xyz;]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 21:50:02 PST</pubDate>
		</item>
		<item>
			<title>glMultiDrawElements</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309847#Post309847</link>
			<description>
			<![CDATA[<b>Posted by</b> Aleksandar:<br />
			glMultiDrawElements(GL_QUADS, (int*)counts, GL_UNSIGNED_BYTE, (const void**)indices, 6);	]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 14:12:29 PST</pubDate>
		</item>
		<item>
			<title>Drawing masked sprites</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309830#Post309830</link>
			<description>
			<![CDATA[<b>Posted by</b> Alfonse Reinheart:<br />
			[quote]Hi Alfonse, if i draw the sprite first and then the window,
part of the sprite will appear on the screen if i move it from left to right in order to show it appearing inside the window gradually.[/quote]

I mean on the same rendering frame. You ]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 08:44:43 PST</pubDate>
		</item>
		<item>
			<title>Multiply MVP matrices by a (0,0,0) point=(0,0,0)?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309804#Post309804</link>
			<description>
			<![CDATA[<b>Posted by</b> Narann:<br />
			Thanks for this precious informations. :)

There was a problem with &quot;Vector&quot;. I'm trying with &quot;Point&quot;. I'm using pymel and I suppose I have a problem in the way I get values...

I will continue my investigations.

Thanks a lot for this! :)]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 04:38:24 PST</pubDate>
		</item>
		<item>
			<title>Shadow Maps, multiple lights and textured entities</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309795#Post309795</link>
			<description>
			<![CDATA[<b>Posted by</b> Dark Photon:<br />
			[quote=Alfonse Reinheart][quote]...with shaders we would still have to do multiple passes, so the problem of adding the texture contributions would still be there.[/quote]No, it wouldn't. As I said, your problem likely comes from some lighting thing that ]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 01:42:54 PST</pubDate>
		</item>
		<item>
			<title>Shadow Mapping work on Nvidia but not on Intel?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309794#Post309794</link>
			<description>
			<![CDATA[<b>Posted by</b> zweifel:<br />
			Randall, sorry for not providing the code in the first post. Here it is: 

[code]
        // Drawing for Shadow Mapping

        GLfloat ratio = ( GLfloat )window_width / ( GLfloat )window_height;
        GLfloat light_look_at[] = {0.0f, 0.0f , 0.0f]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 01:33:36 PST</pubDate>
		</item>
		<item>
			<title>API implementation</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309785#Post309785</link>
			<description>
			<![CDATA[<b>Posted by</b> Alfonse Reinheart:<br />
			[quote]We came to know that glfunc() will be implemented by a _mesa_func().[/quote]

Says who? What happens within the boundary of an OpenGL call is up to the OpenGL implementation. You would only get some `_mesa_func` call if your implementation used []]>
			</description>
			<pubDate>Mon, 06 Feb 2012 23:31:00 PST</pubDate>
		</item>
		<item>
			<title>visualize of a 3D surface</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309784#Post309784</link>
			<description>
			<![CDATA[<b>Posted by</b> carsten neumann:<br />
			No, OpenGL is a very low level interface, it only supports very basic rendering primitives (triangles, lines, points).
Of course it's possible to do the kind of visualization you are talking about with OpenGL, but it requires (significantly) more than a ]]>
			</description>
			<pubDate>Mon, 06 Feb 2012 23:20:44 PST</pubDate>
		</item>
		<item>
			<title>Texture Combiner Issues with Specific Video Card</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309782#Post309782</link>
			<description>
			<![CDATA[<b>Posted by</b> mhagain:<br />
			[quote=SamKV]If something like that is capable of doing texture combining back in 1997 then you think a 2002 video card could do the same thing. [/quote]

Normally you would but the GeForce 4 MX is a special case.  It's not really a GeForce 4 and was ac]]>
			</description>
			<pubDate>Mon, 06 Feb 2012 19:57:09 PST</pubDate>
		</item>
		<item>
			<title>Cube Mapping OpenGl ES</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309776#Post309776</link>
			<description>
			<![CDATA[<b>Posted by</b> BionicBytes:<br />
			No problem. Simple fix.]]>
			</description>
			<pubDate>Mon, 06 Feb 2012 11:03:30 PST</pubDate>
		</item>
		<item>
			<title>Does Open GL support vertex group referencing?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309775#Post309775</link>
			<description>
			<![CDATA[<b>Posted by</b> BionicBytes:<br />
			The simplest way to do what you have described is to use glInterleavedArrays.
This is now considered legacy/depreciated in OpenGL but if you are using compatibility profile then it's perfectly fine.
The great thing about this is its simplity.
GL_V2F, G]]>
			</description>
			<pubDate>Mon, 06 Feb 2012 10:50:41 PST</pubDate>
		</item>
		<item>
			<title>vbo obj loader, problem with textures</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309774#Post309774</link>
			<description>
			<![CDATA[<b>Posted by</b> BionicBytes:<br />
			[quote]
	glGenBuffers(1, &amp;vb);
	glBindBuffer(GL_ARRAY_BUFFER, vb);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vo_data), vo_data, GL_STREAM_DRAW);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glVertexPointer(3, GL_]]>
			</description>
			<pubDate>Mon, 06 Feb 2012 09:40:52 PST</pubDate>
		</item>
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