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Type: Posts; User: Claude

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  1. Replies
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    Capt.Yoda Try this: Remove this test: if...

    Capt.Yoda
    Try this:
    Remove this test:
    if (particles[c].x == particles[i].x)
    With it you need the x coordinates to be equal to have a collision.
    You should use the formula: c = squareroot[ ...
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    Capt.Yoda Try: float distance = abs...

    Capt.Yoda
    Try:
    float distance = abs (particles[i].y - particles[c].y);

    Claude
  3. First, open your window to get a valid opengl...

    First, open your window to get a valid opengl context.
    Then,initialize glew and then you should be able to start making opengl calls.
  4. How about if you create only 1 FTBitmapFont...

    How about if you create only 1 FTBitmapFont instead of 700 times the same one?
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    You set up perspective projection in init...

    You set up perspective projection in init function.
    In draw function you switch to ortho and never go back.
    So everything is dawn in ortho except for the first frame.
    Could that be the problem?
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    You declare Q inside a function and try to access...

    You declare Q inside a function and try to access it in another.Make Q global.
  7. I meant the way rendering was done before...

    I meant the way rendering was done before shaders.
    As you've seen,you still can use deprecated features by using a compatibility context,but
    they strongly recommend you don't.
    Anyway,I think the...
  8. I'm new to this too,but I noticed that you're not...

    I'm new to this too,but I noticed that you're not using shaders.
    I think this tut app open a core profile context which doesn't support a default rendering state.
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    Run GPU Caps Viewer. It will show you the OpenGL...

    Run GPU Caps Viewer. It will show you the OpenGL supported version and all the extensions available.
    http://www.geeks3d.com/20120927/gpu-caps-viewer-1-17-2-released/

    This is for Windows...
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    http://assimp.sourceforge.net/...

    http://assimp.sourceforge.net/
    http://home.gna.org/cal3d/
  11. On the Assimp site,there's a viewer available,but...

    On the Assimp site,there's a viewer available,but I don't know if the source is avallable.
    If not this site would be useful:
    http://ogldev.atspace.co.uk/index.html

    Bye
    Claude
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    First thing,I would check: TGA file has a ...

    First thing,I would check:
    TGA file has a header (18 bytes)
    http://paulbourke.net/dataformats/tga/
    Hope it helps.

    Claude
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    Try: glTranslatef(3.0, 0.0, 5.0); glRotatef(45,...

    Try:
    glTranslatef(3.0, 0.0, 5.0);
    glRotatef(45, 0.0, 1.0, 0.0);

    Instructions are executed in reverse order.
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    Re: which 3d modeler exports normal vector?

    Anim8or doesn't by default export normals,but allows it.
    Go to the menu Options/Debug/Output Normals and select the option.
  15. Re: Is there a conflict between using VBO and Display List's?

    Welcome.
    Glad to be able to help.

    Bye
    Claude
  16. Re: Is there a conflict between using VBO and Display List's?

    Both should be called when you're finished working
    with VBO.
    So,normally they should be the last 2 instructions
    of your BUILDVBO function and your DRAWVBO
    function.
  17. Re: Is there a conflict between using VBO and Display List's?

    First,does your code work with only the VBO,no
    display list?
    Second,I think you didn't understand my post.Maybe
    not detailed enough.
    glGenBuffersARB gets you a buffer name or ID
    glBindBufferARB...
  18. Re: Is there a conflict between using VBO and Display List's?

    When you render not using VBO,are you binded to buffer 0 ?
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    Re: Only one light working

    Hi

    GLfloat light1Pos[] = {-10.0f,12.0f,-30.0f,0.0f};
    If I'm not mistaking w = 0.0f gives a directional
    light.

    Its initial position is (0, 0, 1, 0) and the orientation is parallel to and in...
  20. Re: Urgent Help Required Please - objects not rendering!

    As RigidBody said,not much to go on,but I was wondering if depth test was enabled.If not and you
    draw table and chair first followed by the room,
    then the room would totaly replaces the...
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    Re: JoyStick implementation with GLUT

    Hi Neru

    Few years ago,I wrote a program to read the joystick using an extension of glut called
    gameglut.It should be part of glut 3.7 according
    to Q41 of the glut FAQ section.

    Here's the code...
  22. Thread: Frame Counter

    by Claude
    Replies
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    Re: Frame Counter

    It says:
    since FIRST call to glutGet.
    So at the 1000th call,you get:
    time of the 1000th call - time of first call .

    This is basically the time since you started
    your program.

    Do you see...
  23. Thread: Frame Counter

    by Claude
    Replies
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    Re: Frame Counter

    GLUT ELAPSED TIME Number of milliseconds since glutInit called (or first call to
    glutGet(GLUT ELAPSED TIME)).

    Time is soon always over 1000.

    So you get 1 fps all the time.

    Hope it helps.
    ...
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    Re: Quite a stupid question, but anyway...

    This link may help:
    http://home.clara.net/paulyg/ogl.htm#Borland

    If you need a IDE:
    http://www.objectcentral.com/main.htm

    Bye Claude
  25. Re: my program displays just one object instead of 14 what's wrong ?

    Do you reset i and j to 0 before reading
    another mesh ?

    Bye Claude
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