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		<title>OpenGL Dev - Beginner coding</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>OpenGL Dev - Beginner coding</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<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> Furtano:<br />
			Hello,

I have solid lighting bug in my battleship game.
What bothers me the flickering water textures that you see in the video (second half).

http://www.youtube.com/watch?feature=player_embedded&amp;v=xeS-RYFeGGo

Do you know why its flickering]]>
			</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”
    ]]>
			</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 (selecte]]>
			</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>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>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, De]]>
			</description>
			<pubDate>Wed, 08 Feb 2012 23:59:10 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.]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 08:44:43 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 ]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 01:42:54 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 u]]>
			</description>
			<pubDate>Mon, 06 Feb 2012 23:31:00 PST</pubDate>
		</item>
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