Yes, it does not matter which one you use. Some support the mesh + animation data (.3ds .dae[collada], .x, etc) while some just have mesh data (.obj, .ply, etc). You could go as far as to make your...
Type: Posts; User: ravage
Yes, it does not matter which one you use. Some support the mesh + animation data (.3ds .dae[collada], .x, etc) while some just have mesh data (.obj, .ply, etc). You could go as far as to make your...
print out the vales for the touch. I don't think the values will be normalized and instead from 0 to the width/height of the screen. You might want to do the same for the vertex positions. Usually...
2 things:
1)windowWidth and windowHeight don't equal anything. I made mine equal to a 100 (there's a reason why I chose 100 look at the ChangeSize function).
2) There is something simply wrong...
You can though when you say triangle I guess you would use a pyramid. I do something similar with a cone to test spot lights against objects that that actually hit. You should be able to find...
The tutorials are written in c but if you go down to the bottom of any of the lessons you'll see that you can download the lesson in jogl and others.
The opengl functions should work the same....
glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix);
Use this Library:
http://www.lwjgl.org/
There are also tutorials on the site.
how do you try and move the cube and balls? Loading objects shouldn't have an effect on translating your objects.
here's a link to a python script that downloads the gl3 header file and creates a gl3w.h and gl3w.cpp file. You have to include both into the project but it's definitely gl3/4 only functions though...
You can use it but then to make it work you have to custom define the depth by using gl_FragDepth = <whatever linear equation>. This has the problem of not having hw depth or not being particular...
Here's something simple:
You can give different or same texcoords per texture unit by using glMultiTexCoord instead of glTexCoord which I think only work on GL_TEXTURE0 (texture unit). So you...
if its supposed to be 2d I would use glOrtho instead of glFrustum for your projection matrix and make it match the window size something like glOrtho(0,width,height,0,0,1). That way when you use...
It seems like your thinking deffered rendering. You should be able to find a good amount of info on it. I honestly like this approach to rendering. There are a decent examples too.
would it make sense the take different types of geometry and put them into a single buffer? Doing this lessens the number of glbindbuffer calls but would it be worth it or should it be something...
It doesn't have to. It may be an example. I would change it to:
use glScalef though if you can't see it something else may be wrong. how do you render your model and set up your projection/modelview matrix?
You shouldn't have to feed the array into the glVertexPointer. Actually I thought you weren't able to use that function in webgl but instead glVertexAttribPointer.
here's an example:
then when...
Yeah it seems like it but it's definitely doing it's job. Thanks I tried GL_ANY_SAMPLES_PASSED and it seems to be doing okay. I had tried a test with objects closely packed to each other to test it...
Thanks! I had done it that way in the beginning but all my objects were always passing. I had a cluster of objects too close together and was using GL_ANY_SAMPLES_PASSED although I figured object...
I thought I try using this ext to speed things up but ran into a problem.
according to the example code
turn off color mask
turn on depth mask
set depth func to less
render query...
direct3d default coordinate is lefthand while opengl is righthand. Also it reads the matrix info row major where opengl is column major. Though that I think applys when you try to access an element...
thanks, I just wanted to be sure since I usually work with an array of floats instead of structures.
thanks Groovounet and V-man.
I'm a little confused about setting the right data when mapping a buffer.
right?
I think it won't open the project because you don't have the xna studio installed. Even though it's c# to vs it more like "xna c#".
Look into framebuffer/render to texture. that way you can render...
There are many ways. Some are perspective shadow mapping(psm),tsm, etc. The most popular being cascaded shadow mapping (csm). The simplest form of it is a simple orthographic projection of the scene...