You set up perspective projection in init function.
In draw function you switch to ortho and never go back.
So everything is dawn in ortho except for the first frame.
Could that be the problem?
Type: Posts; User: Claude
You set up perspective projection in init function.
In draw function you switch to ortho and never go back.
So everything is dawn in ortho except for the first frame.
Could that be the problem?
You declare Q inside a function and try to access it in another.Make Q global.
I meant the way rendering was done before shaders.
As you've seen,you still can use deprecated features by using a compatibility context,but
they strongly recommend you don't.
Anyway,I think the...
I'm new to this too,but I noticed that you're not using shaders.
I think this tut app open a core profile context which doesn't support a default rendering state.
Run GPU Caps Viewer. It will show you the OpenGL supported version and all the extensions available.
http://www.geeks3d.com/20120927/gpu-caps-viewer-1-17-2-released/
This is for Windows...
http://assimp.sourceforge.net/
http://home.gna.org/cal3d/
On the Assimp site,there's a viewer available,but I don't know if the source is avallable.
If not this site would be useful:
http://ogldev.atspace.co.uk/index.html
Bye
Claude
First thing,I would check:
TGA file has a header (18 bytes)
http://paulbourke.net/dataformats/tga/
Hope it helps.
Claude
Try:
glTranslatef(3.0, 0.0, 5.0);
glRotatef(45, 0.0, 1.0, 0.0);
Instructions are executed in reverse order.
Anim8or doesn't by default export normals,but allows it.
Go to the menu Options/Debug/Output Normals and select the option.
Welcome.
Glad to be able to help.
Bye
Claude
Both should be called when you're finished working
with VBO.
So,normally they should be the last 2 instructions
of your BUILDVBO function and your DRAWVBO
function.
First,does your code work with only the VBO,no
display list?
Second,I think you didn't understand my post.Maybe
not detailed enough.
glGenBuffersARB gets you a buffer name or ID
glBindBufferARB...
When you render not using VBO,are you binded to buffer 0 ?
Hi
GLfloat light1Pos[] = {-10.0f,12.0f,-30.0f,0.0f};
If I'm not mistaking w = 0.0f gives a directional
light.
Its initial position is (0, 0, 1, 0) and the orientation is parallel to and in...
As RigidBody said,not much to go on,but I was wondering if depth test was enabled.If not and you
draw table and chair first followed by the room,
then the room would totaly replaces the...
Hi Neru
Few years ago,I wrote a program to read the joystick using an extension of glut called
gameglut.It should be part of glut 3.7 according
to Q41 of the glut FAQ section.
Here's the code...
It says:
since FIRST call to glutGet.
So at the 1000th call,you get:
time of the 1000th call - time of first call .
This is basically the time since you started
your program.
Do you see...
GLUT ELAPSED TIME Number of milliseconds since glutInit called (or first call to
glutGet(GLUT ELAPSED TIME)).
Time is soon always over 1000.
So you get 1 fps all the time.
Hope it helps.
...
This link may help:
http://home.clara.net/paulyg/ogl.htm#Borland
If you need a IDE:
http://www.objectcentral.com/main.htm
Bye Claude
Do you reset i and j to 0 before reading
another mesh ?
Bye Claude
A texture has its own coordinate system from (0.0,0.0) to (1.0,1.0). If you want the top
right square of a texture to map onto a polygon specify the UVcoords as (0.5,0.5) to (1.0,1.0).
Hope it...
Add "print a" as the first instruction of the
for loop in order to know if the value of
a is OK and how many time you go through
that loop.
Bye Claude
First you check for "*MESH_VERTEX".
Then you read the vertices.
Then you check for EOF. Since it's not the end of the file,you check for "*MESH_VERTEX"
again. Might that be a infinite loop ?
...
I was making reference to your first post.
The code in that post seemed to be doing the job.Why change?
To make the correction compile,try this:
polyface *faces;
int vertices[4]; int...