Hi,
I'm using openscenegraph to apply vertex/fragment shaders to a whole scene.
I'm beginning to suspect an opengl misunderstanding so just a quick question to be sure :
with the same...
Type: Posts; User: cbwan
Hi,
I'm using openscenegraph to apply vertex/fragment shaders to a whole scene.
I'm beginning to suspect an opengl misunderstanding so just a quick question to be sure :
with the same...
no card under geforce/quadro FX supports fragment programs
you are getting software emulation.
the geforce4 should also have software emulation (works for my ti4200), try reinstalling your...
check out your stencil write mask,
it might be 1, but you want 0xff(..)ff
(~0)
cb
"Live and learn (or die trying!)"
is this is what you want ?
http://www.flipcode.com/cgi-bin/msg.cgi?showThread=10-31-2002&forum=iotd&id=-1
"My goal was to write a simple converter that takes as input a textured triangle...
there is still a slight problem for concave objects.
for example, when closing a hand, fingers would shadow the palm, but also the back of the hand (which should only be shadowed by regular...
try to add glDisable(GL_CULL_FACE) in your gl inits
cb
are you extruding all triangles in shadow or using the object silhouette to create your shadow volume?
cb
are you setting you triangle normals correctly?
use glNormal3f( nx, ny, nz );
the normal of a triangle can be defined as :
N = (Pb - Pa ) ^ (Pc - Pa )
^ is cross product.
don't forget to...
> 2. Relic you are right. There is no
> Quadbuffering for NVIdia Geforce.
NVidia has some stereo drivers for consumer cards (nvidia.com -> drivers -> consumer 3d stereo).
I'd assume it gives...
Titan, I'd be very interested in seeing your rocks, could you show us some screenshots?
is it fast? what kind of hardware do you use?
are you using arb_fp?
thanx in advance
cb
Quote of the day :
"You can make fun of everything, but not with everybody" -- Desproges
A long time ago the new year began on April 1st. Then in 1565 a french king (Charles IX) decided that the new year would begin on January 1st.
People used to give gifts on new year's day, and so...
either put a light outside your sun,
or best, disable lighting when rendering your sun
cb
try with glutDestroyWindow();
i think, not 100% sure, it'll exit the program
http://www.opengl.org/developers/faqs/technical/glut.htm
"In fact, when the window is destroyed, glutMainLoop()...
what exactly is your problem?
writing code for linux?
porting code from windows to linux?
loading a .bmp under linux?
take a look at glaux.h, there is a portable
function to load bmp pictures...
I guess drawing the back object first, then other objects, and at the very end the front object is too easy, do you have a limitation that prevents you from doing this?
> Can I do that using the...
the problem with your code is that you modify the modelview matrix inside your key event processing, and after that I'm quite sure you call glLoadIdenty, which will reset your transformation stack ...
> I don't know if this question fits into the advanced forum, but I'll try http://www.opengl.org/discussion_boards/ubb/smile.gif
maybe you should first try in the beginner's forum and come here...
these are three different books with
different materials in it.
maybe you should begin with the first then http://www.opengl.org/discussion_boards/ubb/wink.gif
or take a look at the index and...
try adding this in your init :
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
cb
you must have a 3d card that supports quad buffers, that is two buffers per eye.
you draw a picture in each eye's back buffer,
and your card's drivers will switch between left and right buffers...
you should look at paul diefenbach thesis called "Multi-pass Pipeline Rendering::
http://www.openworlds.com/employees/paul/
lots of interesting stuff on reflection, refraction etc..
--
cb
> I'm not sure where you got this "for a fee"
> information from.
I had interpreted it from the documentation :
. On your web page you write :
"The library will be made thread safe, for use...
don't forget to look at opensg(.org)
it has free smp support (openscenegraph has a fee for this), and it's really great!
for what I've seen it seems more extensible, but we mainly took it because...
oh and glEnable(GL_LIGHTING); too =))
have fun!
cb