You did not provide texture coordinates for your vertices. That means, both vertices will use whatever tex coord was set before (probably the default (0,0,0,1)), which will map to the texelat index...
Type: Posts; User: memfr0b
You did not provide texture coordinates for your vertices. That means, both vertices will use whatever tex coord was set before (probably the default (0,0,0,1)), which will map to the texelat index...
You never disable texturing, so after loading the texture, not only is your quad textured, but so are your lines. Commenting out the glTexImage2D call helps because without the call the texture...
The messages aren't generated because some libs aren't used, but because you're using link flags during compilation. Compilation (transforming source code to binary code) and linking (combining...
The first error (and probably some of the following) is caused by a typo in the type name. The correct type is GLfloat (notice the uppercase L), not Glfloat.
The invalid suffix errors are caused...
The up vector is recomputed to guarantee an ortho-normal coordinate system. The up vector provided to gluLookAt isn't necessarily orthogonal to the view vector, but the one used to build the...
No, you misunderstood. It is possible to combine multiple passes, it's just that when you have more than one texture per pass, you need to use different texture environments and blend functions.
...
When you're switching from multipass to multitexture+multipass, you have to be careful to choose the correct texture environment functions to achieve the same end result. I'll demonstrate what i...
For lighting purposes, the surface normal specifies the orientation of the surface and thus controls the intensity of the reflected/scattered light by the surface.
OpenGL doesn't compute surface...
Polygon offset affects lines too. You just have to enable is separately with glEnable(GL_POLYGON_OFFSET_LINE).
You can achieve this by using culling and drawing in two steps:
Again, you need to draw in two steps. The polygon offset is necessary because lines and polygons are rasterized differently, which...
Assuming that each float[4] contains a column of the matrix, both types are actually compatible. You could just use float temp[4][4] in you program and and pass &temp[0][0], temp[0] or (float*)temp...
FILE (and the related functions) are part of the C standard library and are defined in stdio.h.
Anisotropy is an additional functionality which reduces the blur introduced by trilinear filtering when looking at a surface at a steep angle. See Wikipedia - Anisotropic filtering for more...
The functionality of gluPerspective is a strict subset of glFrustum. It does not include rotation, and exactly the same amount of translation as glFrustum. You're probably thinking of gluLookAt.
GL_LINEAR_MIPMAP_LINEAR is what is called trilinear filtering.
GL_NEAREST_MIPMAP_NEAREST is nearest neighbor filtering using the best matching mipmap.
GL_LINEAR_MIPMAP_NEAREST is linear...
Think about what display lists actually do:
Reduce number of function calls.
Instead of calling glColor/glNormal/glVertex/etc many times, you only call glCallList once. Store data in...
The code is perfectly fine. You can change the minifacation/magnification settings (almost) any time you like. They will stay until you change them again.
The only thing you have to keep in mind...
Heh, thanks for the flowers :) Nice to hear it worked.
If you want to mention my minor contribution to your project, sure, the name "memfr0b" is fine. My website is http://memfrob.de , ...
glutSolidTeapot seems to fiddle with the current matrix. You have to switch to GL_MODELVIEW for it to work correctly.
You're currently using a single blend function for both color and alpha. With glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), the alpha value does not add up, but is averaged between source and...
The problem with the black borders around your brush stems from texture filtering. The problem is caused by putting a white circle on black backgroud. Even though the background has alpha = 0, and...
Special key codes overlap with ascii character codes. For example GLUT_KEY_LEFT has the same code as the character 'd'.
Output may be buffered until you explicitly flush the buffers or close the file. Try calling the flush() method after outputting your data.
(3, 3, -3) and (4, -4, -4) are not perpendicular.
3*4 + 3*(-4) + ((-3)*(-4)
= 12 - 12 + 12
= 12Let's try a different example:
a = (0, 2, z1)
b = (0, -3, z2)
First off, there's simply a conceptual difference between "Which type of faces should be culled" and "Which vertex order indicates front-facing polygons". Having both functions allows you to...