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  1. Replies
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    P.S. From your link line: -lopengl21 Eh?...

    P.S.

    From your link line: -lopengl21

    Eh? You may want to double check that lib name.
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    Enough of the flames, all of you. Amad, I'm...

    Enough of the flames, all of you.

    Amad, I'm not going to censor this discussion. Some topics are flamebait and you've not just been on the receiving end. I suggest you ignore the insults and focus...
  3. You must develop an understanding of how you are...

    You must develop an understanding of how you are rendering and to what type of surface. The issue you are encountering may be caused by double buffering vs. single buffering but if you are using a...
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    This is a simple problem. With your cube at the...

    This is a simple problem. With your cube at the origin subdivide the cube faces and normalize the vertices as if they are vectors, this will produce a unit radius sphere if you are around the origin....
  5. That is how GL_QUADS are drawn, vertex ordering...

    That is how GL_QUADS are drawn, vertex ordering varies by primitive type...
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    If you are plotting points then color coding them...

    If you are plotting points then color coding them could get you closer but there should be so many points in a serious simulation that rendering like this becomes impractical. One option is to...
  7. Thread: How to use GLUT

    by dorbie
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    You don't use GLUT for this. GLUT is a simple...

    You don't use GLUT for this. GLUT is a simple event loop with a window and draw callbacks. If you want to render inside another windows framework you need to create an OpenGL context inside the...
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    OpenMPI would help you with application code to...

    OpenMPI would help you with application code to generate polygons, process a database or perform a simulation, but it does not necessarily lend itself to scaling hardware accelerated graphics. You...
  9. Thread: Page Curl

    by dorbie
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    This is an interesting thread given Apple's...

    This is an interesting thread given Apple's bullshit Page Turn patent. 2003 and the 3D page turn was described here in technical detail required for anyone knowledgeable in the art to implement, but...
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    Your light is just a uniform. The light position...

    Your light is just a uniform. The light position will not change unless you transform it. The specified light position will be in the space in which you use it for your relative position.

    In your...
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    P.S. there are other simpler hacks that are not...

    P.S. there are other simpler hacks that are not as accurate that you could also try that would not account for localviewer lens position, but simply use the existing rendered framebuffer image and...
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    Your lens will refract light and I assume you...

    Your lens will refract light and I assume you want to fly around this lens as it does so not simply stare through it.

    You need to claculate the novel viewpoint and frustrum to generate the...
  13. AMD has an extension for this, here is the...

    AMD has an extension for this, here is the whitepaper describing it:

    http://developer.amd.com/tools/gpu/AMDFireproSDK/Documents/GPU_Association_WhitePaper.pdf
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    Any Android platform you care about has first...

    Any Android platform you care about has first class support for OpenGL ES 2.0 which is shaders only, no fixed function.

    There is OpenGL ES 1.1 support usually through backwards compatability where...
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    Hint was only a quality setting where available....

    Hint was only a quality setting where available.

    AA lines are not supported in OpenGL ES 2.0 specification. If you are using OpenGL ES 1.0 or the SC variant then the API would be:
    ...
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    Note that this is all legacy functionality and...

    Note that this is all legacy functionality and you should try to progress to shaders when you are able.
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    You need to set the material ambient color to the...

    You need to set the material ambient color to the desired value (probably just make it match your diffuse color). It's a bit redundant but it gives you more independent control of limited non...
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    The driver (really the implementation including...

    The driver (really the implementation including hardware) handles this according to the specification. The fragments arrive in order and whichever one wins according to the current depth test and the...
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    I see nopper has some modern examples. ...

    I see nopper has some modern examples.

    http://nopper.tv/opengl.html

    Be careful jumping in at the deep end though. The fixed function pipeline can be a real aid to learning concepts for the...
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    Re: Apple capability matrix updated for MacOS 10.7

    15 and 17 inch Macbook Pros have an intel HD 3000 but another discrete graphics chip that kicks in when you need it. So don't panic if your system reports an HD 3000. They all do.
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    Re: Segmentation fault

    Bugs are not guaranteed to crash on all systems so just because it works on one system does not guarantee sound code. You need to debug this.

    What does the stack look like when it crashes?

    This...
  22. Re: Picking a Specific Texture and Getting its "Name"

    afan101, you can edit your own posts this is a permission every poster has, but as you say perhaps there is a time limit.

    The code you uploaded is trivial and not worth "protecting" please do not...
  23. Re: noob cannot figure out what is wrong - code crash.

    huh? I didn't understand that. Should I trust Linux ... look like a file problem? What does that mean? [/QUOTE]

    Unix et.al. use file i/o for a lot of stuff not intuitively related to files, like...
  24. Re: noob cannot figure out what is wrong - code crash.

    Earlier I deleted a post I made after someone posted that they'd found some gl context creation problem since it was off topic for OpenGL discussion.

    In that post I observed that the file read...
  25. Re: Pass multiple texture coordinates to my shader

    If the alpha mask matches the sprite then just sample the mask texture with the same coordinates.

    Otherwise use glmultitexcoord or an additional shader attribute (the new preferred way) to send a...
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