Well, the specs are the first doc I start with when I try to learn a new feature (specially when its a really new feature and there still doesnt exists online tutorials), then I search for tutorials...
Type: Posts; User: Ffelagund
Well, the specs are the first doc I start with when I try to learn a new feature (specially when its a really new feature and there still doesnt exists online tutorials), then I search for tutorials...
Hi,
I'm a little confused on this topic too. Reading the specs I'd found a way to RETRIEVE/LOAD PROGRAM binaries but I'd only found a way to LOAD SHADER binaries. It's expected that the way of...
This depends on the order in which you perform the operations. Try printing the result of S * T and the result of T * S
Edit: I answered in a two months old thread, nice. Sorry for the up.
C programming language is case sensitive, so OpenGL is too. Of course i suppose that you are using C, but most languages are case sensitive.
If you ONLY want render text like in the google earth's image, use a bitmap with all characters into. It's far the easiest, faster (and simplest) way to render text, moreover if you have to render...
Could you be more explicit? Doed the shaders compilation throw any error? Are your shader handles valid handles? That kind of information would be useful.
I bet my right hand that this is a bad memory access in your vertex buffers. Check them again: size, number of vertices, number of vertex components, types...
The easiest way is painting a quad with the texture, and apply your distortion calculation within the fragment shader. Because barrel distortion is not linear (it usually has spherical and tangential...
Perhaps this is too obvious, but its worth to ask. Are you sure that the texture you want share is created after the wglShareLists call?
I have my GL a little dusted but i think (correct me if i am...
Yes, I ran it on a single screen, same resolution, same gfx, OS: MacOSX Snow Leopard, but my Macbook is not the "Pro" version. Perhaps there are slight differences in the CPU speed. I will try again...
Results on a MacBook, not very impressive, but this week I will post the results on a GTX580 :)
GL vendor: NVIDIA Corporation
GL renderer: NVIDIA GeForce 9400M OpenGL Engine
GL version: ...
Try these tutorials. Now they are a vit outdated, because they relies on first GLS version, but they are usable and you can understand the whole thing using them.
...
You are right, I've complained too fast. Well, at least now I'm sure that both extensions are the same (first one was never released, but renamed as the second)
For the current time, I only need...
@ZBuffer, Android relies on OpenGL|ES.
I've searched for information about that extension in these forums, in Khronos GL|ES forums, in ATI forums, and of course, googled it for a prudent period...
Hello,
I'm trying to use that extension lo use compressed textures on Android platform, but I'm unable of finding its specification neither any example of the file format that this extension...
Its now fixed
Install the vstudio 2008 redistributable package: http://www.microsoft.com/downloads/detai...&displaylang=en
Tomorrow i'll check further. Meanwhile try with the new package standalone (execute it directly after uncompress)
I've uploaded a new version with the fix (www.typhoonlabs.com). Tell me if you have any problem about.
Edit: By the way, now that I have the project ready to compile, I could program into, some...
As I suspected, the problem is caused by a incorrect opengl version string handling by GLEW. If I can, I'll rebuild the application with a newer GLEW version (and this time, as dll, to avoid this...
Are you using XP or Vista? Can you tell me your OS, graphic card and driver version? I'll try to reproduce the problem, but I dont promise a fix in the Shader Designer (I had to stop supporting it...
If you use the method I wrote up, you can get the camera view vector instantly
The camera's view vector is the third column (W vector), and the camera position is the fourth (T)
Try to think in...
I forgot to say that this only true if the 3x3 submatrix is orthonormal (has not scales), so its unnecessary normalize the axis because they must already be, for the previous step.
If you invert the modelview matrix, you will end with a matrix that has the reference system axis in their columns (and the origin: the translated position done with accumulated glTranslatef is in...
Take a look at its sources. Go to http://www.mesa3d.org and download GLU source code. Inside, in the project.c file is gluLookAt source code.