How do you disable alt+tab?
Type: Posts; User: BwB
How do you disable alt+tab?
This is what threw me off.
What do you mean by "your" LookAt?
What exactly are you doing? Why doesnt gluLookAt work? What kind of results are you getting?
Ever heard of gluLookAt()?
Hers the source:
gluLookAt() takes three points as its parameters the position of the camera (eye) the position of the target (center) and something called...
Check out glReadPixels() then you just need to save it to some file format (tga is really easy). I've seen examples before but I dont know where any are offhand.
That was just rude, John.
http://nehe.gamedev.net (if you want to use the Windows API) or http://reality.sgi.com/mjk/glut3/glut-faq.html if you want to use glut (a cross-platform window...
Ok, I just checked that other thread and it has nothing to do with this issue. Sorry Pip http://www.opengl.org/discussion_boards/ubb/smile.gif That issue is dealing with textures being read in...
Ummm, color me stupid but... Shouldn't the glColor3f() call be inside of the glBegin()/glEnd() pair??? And whats this talk of grb??? I'll have to check out that thread.. but any OpenGL...
Anyone know where I can find a nifty example of using the afore mentioned subject? Thanx!!
-Brian
The ASE format remains completely backwards compatable... whatever that means.....
My apologies Wulf, the proper macro should look like this:
#define ExpandSArray( array, count, type ) (array = (type *)realloc( array, (sizeof(array) / sizeof(type)) + (count * sizeof(type)) ))
...
Wulf, You shouldnt need the braces because there is no need for a local namespace and sizeof(array) will return the number of elements in the array. So in both instances you are misleading...
...
I did it simply for the experience. If you download the latest platform SDK (only about 20mb download) you get full support for the multimonitor stuff, you dont have to get a proc address or...
Haha, good one, you think the human brain actually processes that fast? On the average person 18-24hz is sufficient. This number might be on the rise now that larger portions of our society are...
I just did the same thing for my app. One thing that can do is "#define WIN_VER 0x500" (maybe its WINVER) before including windows, this compiles in the multi-monitor code, but it gives a message...
Ok:
Make a second thread that runs a second OpenGL context to display the progress bar. Your primary thread will compile the list and update the counter that is used by the secondary thread...
What exactly do you mean by "Please Wait for Rendering"? What exactly are you doing? You need to put a render loop inside your rendering loop. The inner render loop will keep track of percentage...
http://www.the-ctrl-alt-del.com/Drivers.htm
Yeah, the subject could be a little misleading... Anyways to quickly get to the point, I've just gotten my own domain. I'm currently working on the site. I'd like a "link roll call". Please send...
Is it possible that in WinME you were using a different monitor refresh rate? The way VSync works is it waits until your monitor does a verticle refresh (when the laser is travalling from bottom...
Try downloading the precompiled DLLs and see if that solves your problem. If it does then something probably went awry when you recompiled it. Check to make sure you have all the proper project...
I just checked and photoshop allows saving targas in a 16bit format. I'm not sure, internally exactly how the alpha is done.
ummm... there are _ALOT_ of those. It would be better if you asked if a specific display adapter supports OpenGL, literally there are hundreds if not thousands. Basically, if it was made within the...
You should call wglMakeCurrent() before rendering into each context you dont need to do this for every gl call. Example:
To prevent threads from interrupting other threads you need to setup...
The Red Book was my prime introductory material, its the theory of how to do things right thats the hard part but I've always been really good at learning from books (learned C out of a book and it...
http://www.nvnews.net/articles/opengl/introduction.shtml
This happens to be the current top entry on the OpenGL.org home page http://www.opengl.org/discussion_boards/ubb/smile.gif It looks...