Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Deiussum

Page 1 of 20 1 2 3 4

Search: Search took 0.05 seconds.

  1. Replies
    6
    Views
    585

    Re: render context with multi threading

    It shouldn't matter if the CPU switches threads after you call wglMakeCurrent so long as all your rendering is done from the appropriate threads. (The threads you created the context in and called...
  2. Replies
    6
    Views
    585

    Re: render context with multi threading

    If you are using Windows, you should be able to just call wglMakeCurrent before doing any rendering. Do each of these threads render to their own window/control? And do you call your OpenGL calls...
  3. Re: Converting a DirectX Matrix to OpenGL. Not possible?

    Exactly, and that is layed out in memory as
    Again, read my code. I am essentially dumping it as


    pfv[0] pfv[1] pfv[2] pfv[3]
    pfv[4] pfv[5] pfv[6] pfv[7]
    pfv[8] pfv[9] pfv[10] pfv[11]...
  4. Re: Converting a DirectX Matrix to OpenGL. Not possible?

    The red book is showing the matrices in the way they are usually represented in Linear Algebra books, not the way they are represented in memory. Look closely at the OpenGL portion of code I posted...
  5. Re: Converting a DirectX Matrix to OpenGL. Not possible?

    I did actually take a look at the struct before posting my first suggestion. It is:


    typedef struct _D3DMATRIX {
    union {
    struct {
    float _11, _12, _13, _14;
    ...
  6. Replies
    9
    Views
    447

    Re: i am having trouble in VC++ 6

    Actually, you can create a normal Win32 app from a main function, it just isn't too commonly seen. If you look at the source for glut or just about any other cross-platform windowing API for...
  7. Replies
    9
    Views
    447

    Re: i am having trouble in VC++ 6

    Heheh, well... there is nothing about either opengl32.lib or opengl.lib that make them unusable in either type of project. Libraries don't, and shouldn't, care anything about the entry point of a...
  8. Re: Converting a DirectX Matrix to OpenGL. Not possible?

    You sure about that? I added the following functions to an app I'm working on that uses both D3D and OpenGL


    void DumpMatrix(float *pfv)
    {
    for (int c=0;c<16;c++)
    {
    ...
  9. Replies
    9
    Views
    447

    Re: i am having trouble in VC++ 6

    The real problem is that you started your project as a Console project, but your code assumes a WinApp project.

    Remember the following and you should be fine.

    Console projects = main entry...
  10. Re: Converting a DirectX Matrix to OpenGL. Not possible?

    I'm working on an app that does the opposite right now, takes an OpenGL style matrix and creates a Dx9 matrix from it. I'm using C++ and was able to copy my array directly into the D3DMATRIX.m array...
  11. Replies
    9
    Views
    745

    Re: nVidia driver 1.0 - 6111 problems

    I'm using XOrg and the 2.4.26 kernel. It's also a pretty fresh install of Slackware. I reformatted recently when I rebuilt some of my hardware.

    I tried sending a bug report once, but got a...
  12. Replies
    9
    Views
    745

    Re: nVidia driver 1.0 - 6111 problems

    Yep... that's basically what I did too, except I used make xconfig, and after make dep, I did a make bzImage, copied bzImage to /boot, edited my lilo.conf so that I had another boot option to use...
  13. Re: How to exit MainLoop WITHOUT killing the app?

    Looks like you've run into one of the classic limitations of glut. :) You could either use something else (like the freeglut mentioned in the post above), or you might also consider...
  14. Replies
    3
    Views
    413

    Re: Drawing a plant stem

    You mean is there something like glFloodFill()? I'm afraid not. You could probably do your own flood fill routine to use in a texture or to use in glDrawPixels, but it probably isn't a very good way...
  15. Replies
    2
    Views
    349

    Re: Missing gl/device.h

    Where'd you download the source code? gl/device.h isn't a standard OpenGL header, so it's probably located somewhere at the place you got your source code.
  16. Replies
    3
    Views
    413

    Re: Drawing a plant stem

    You don't give much detail, but my guess is that you are trying to use GL_POLYGON to draw a single concave polygon. You can only draw convex polygons with GL_POLYGON. Try breaking it up into...
  17. Replies
    9
    Views
    745

    Re: nVidia driver 1.0 - 6111 problems

    Didn't seem to work. About 5 minutes after rebooting with the recompiled kernel, starting my OpenGL app caused me to reboot. I tried compiling it again removing all of the other framebuffer modules...
  18. Replies
    9
    Views
    745

    Re: nVidia driver 1.0 - 6111 problems

    Thanks, I'll try that out and see how it goes.
  19. Replies
    9
    Views
    745

    nVidia driver 1.0 - 6111 problems

    Ever since I installed the nVidia linux driver version 1.0-6111, I've been having some weird issues.

    I've noticed some of the following things occuring, but they do not occur consistently. They...
  20. Replies
    13
    Views
    850

    Re: help wanted...

    Are you sure about that? There are even different stack limits for the projection and modelview stacks. If I recall correctly, the projection matrix is only guaranteed a stack depth of 2, and the...
  21. Replies
    26
    Views
    4,340

    Re: Problem with GL_FLAT shading

    Maybe I'm not quite sure what you are getting at... You have a face normal, which basically means that everywhere on that polygon will have the exact same normal, including your "center of the...
  22. Replies
    26
    Views
    4,340

    Re: Problem with GL_FLAT shading

    It doesn't make that much difference. It's just been said in this thread a couple of places already that it was the first vertex that was used, and I was clarifying that it isn't always, as should...
  23. Thread: rotation

    by Deiussum
    Replies
    4
    Views
    450

    Re: rotation

    Windowing systems are generally event driven. That means that you only get code executed for those windows when that window receives events. One of those events is the drawing event. In Windows a...
  24. Replies
    26
    Views
    4,340

    Re: Problem with GL_FLAT shading

    If you re-read the bit pasted from the spec above, you'll note that it is actually the vertex that spawned the item that OpenGL uses to calculate the overall color. That is, the last vertex, not the...
  25. Replies
    26
    Views
    4,340

    Re: Problem with GL_FLAT shading

    If you already found the face normal, then just use that for the appropriate vertex (or even all of them) and let OpenGL calculate the color for you...
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4