Use ...
glEnable(GL_NORMALIZE);
[CS]
Type: Posts; User: CS
Use ...
glEnable(GL_NORMALIZE);
[CS]
My message loop is Ok! (based on NeHe's code)
NB! NeHe's original code has not this problem - until i remove the fullscreen question messagebox - then it HAS!
I have made a experiment:
adding a...
I have a problem with mouse input in my OGL app.
If mouse pointer is ower GL window i get only nonClient
area mouse messages. The weird thing is that sometimes
it works as intended. SetCapture...
No, that is not true - the actual one was right.
[CS]
This code makes no sence to me.
I am not sure but i think it's the same as
glRotatef(angle, 0.0, 1.0, 0.0) only.
Maybe You need something like this ...
[CS]
Found something ...
// Redefine the viewport to the upper lefthand quadrant
glViewport(0,iHeight/2,iWidth/2,iHeight);
Should be ...
glViewport(0,iHeight/2,iWidth/2,iHeight/2);
// comment.
At NeHe page is working code for that.
[CS]
Uups!
There was a god answer already.
Funny question - but ...
> Does OpenGL only keep track of the GL calls?
Yes (do You see other possibilities?).
> Or is it almost like a function call?
(Mh? What you mean?) No.
> Does it...
Hi.
There are stil some things i do not get ...
but i leave them (i give up http://www.opengl.org/discussion_boards/ubb/frown.gif).
~50000V (~15000V if i could reuse some of them)
At...
Something i forgot
I am not able to connect him - can You guide him here ?
<CS>
Hi again!
----------------------------------------------------
> With hardware T&L, the cost of sending a vertex that is already
> transformed and the cost of sending an untransformed vertex...
Hi!
----------------------------------------------------------------
> /.../ but the amount of calculations for the vertices still remains
> the same, because there are 24 different...
Thanks for reply.
> You say that in your application you were forced to use display lists
> because you used textures and lights. Why is that? Vertex arrays can
> be used with texturing and...
Hi!
I am working on a project that uses a lot of static data.
As I use Texturing and LIGHTS - in my case VertexArrays are
out of the question. So I was forced to use Display lists.
And that...
Hi!
I don't belive that gluBuild2DMipmaps does't work!
Use (for testing) GL_LINEAR_MIPMAP_LINEAR for minification - so
You will see a smooth fade from one mipmap level to other. If there is a...
I have run several times trough my code, but wasn't able to fix it (instead earned 21 extra FPS http://www.opengl.org/discussion_boards/ubb/biggrin.gif) - so my problem is still actual.
Can You...
As Build2DMipmaps works and Yours not - your code must have some bugs. Can You show your code?
<CS> http://www.opengl.org/discussion_boards/ubb/cool.gif
>gluBuild2DMipmaps()
gluBuild2DMipmaps(GL_TEXTURE_2D
,TargetFormat,Width,height
,YourTexFormat,GL_UNSIGNED_BYTE,Texture);
>I have also implemented my own code to
>produce my mipmaps, but...
It works so ...
Attenuation_factor=1/(kc+kl*d+kq*d*d)
d = distance between the light's position and the vertex
kc = GL_CONSTANT_ATTENUATION
kl = GL_LINEAR_ATTENUATION
kq =...
So, here is the situation ...
I am looking around in center of a textured cube.
Using ...
glRotatef(aX,1,0,0)
glRotatef(aY,0,1,0)
If aY is near of n*180 i get ~23 FPS
and if aY is near of...
Really!? Good point! http://www.opengl.org/discussion_boards/ubb/smile.gif
But, is it really SO slow (look my results)?
[QUOTE]Originally posted by Lucretia:
Is there a way of either doing this without having to destroy the window and then recreate it?
[QUOTE]
It is wiser to recreate window. BUT, you may also...
As first ...
"My English is good and i do not tolerate critic http://www.opengl.org/discussion_boards/ubb/smile.gif"
I have done it so ...
glClear ...
For 1..2500000 {...
I have made a test that shows a object (6 triangles) ~2'500'000 times with 3 methods ...
1) with glBegin(GL_TRIANGLES)/glEnd
2) with CallList
3) with glDrawElements
ALL use the same amount of...