glPointParams[3] = { a, b, c };
// distance in eye coordinates
size = point_size / sqrt(a + b·distance + c·distance²)
GL_EXT_point_parameters
Type: Posts; User: Serge K
glPointParams[3] = { a, b, c };
// distance in eye coordinates
size = point_size / sqrt(a + b·distance + c·distance²)
GL_EXT_point_parameters
Just make sure that all primitives drawn with this blend function are sorted front to back.
Since it uses alpha channel to calculate uncovered part of the pixel, fully covered pixel will prevent...
Apparently, Vista is supposed to have OpenGL 1.4 by default, so both separate specular & secondary color should be available.
ZbuffeR, do you understand that this extension (GL_ARB_texture_border_clamp) has nothing to do with the presence of hardware support for textures with border?
It simply allows to clamp any texture...
Are you sure that your 3D card actually has GL_EXT_paletted_texture extension?
It wasn't that widely supported, and even NVIDIA dropped it.
What about this line of your code?
glBindTexture(GL_TEXTURE_2D, texture[2]);
To create the texture you have to bind it...
Lots of advices, I see... :rolleyes:
Why do you set texture function to GL_DECAL?
It uses texture alpha to blend the texture with fragment color.
Try GL_REPLACE.
Texture Environments and...
Shouldn't it be glColorTable( GL_TEXTURE_3D, ... ) ?
Or is it GL_TEXTURE_2D?
It seems that you found a way to mix them freely... :rolleyes:
GL_EXT_paletted_texture
Globally.
http://developer.3dlabs.com/documents/GLmanpages/glEnableVertexAttribArray.htm
Another point to consider:
Antialiasing may not be available for rendering to the texture.
...but watch out for T-junctions...
Does that mean that you have 2 textures (1st - Alpha, 2nd - RGB) of different size?
And how exactly do you want to "apply" them?
So, you want this function:
Arg0 + Arg0·2·(Arg1-0.5) // (Arg1-0.5) => [-0.5, 0.5]
// simple math:
Arg0 + Arg0·2·(Arg1-0.5) = 2·Arg1·Arg0
Can be done with 2 texture units (OpenGL >=1.3...
Do you mean "the triangle will change its orientation (frontfacing<=>backfacing)"?
Is culling enabled in your code?
Well, since the results of both operations are rounded to 32bit precision in...
DDS - DirectDraw Surface, can store compressed and uncompressed pixel formats.
NVIDIA Texture Tools
In case of BMP it's only for 4 & 8bpp indexed images, and the kind of RLE it uses is not good...
The simplest way to get acceptable result is to draw the rectangle with inversion:
glLogicOp( GL_XOR );
glEnable( GL_COLOR_LOGIC_OP );
// xor-ing with grey produce visible changes on any color...
Why do you call glEnable(GL_BLEND) in the set-up of each texture unit? Blending has nothing to do with textures, it only controls how the resulting fragment color is combined with frame buffer.
...
Well, it sort of can be done by rendering previous pass to the texture, then binding this texture to the first unit. Otherwise the target color buffer is available only for the blending stage.
> fread(bitmapInfoHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);
> ...
> bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage);
Is it a typo? (shouldn't it be BITMAPINFOHEADER?)...
True. ...for OpenGL 1.0 http://www.opengl.org/discussion_boards/ubb/rolleyes.gif
Logical Operation
glEnable(GL_COLOR_LOGIC_OP);
GL_TEXTURE_MIN_FILTER must be GL_LINEAR or GL_NEAREST.
Actually, much more often it's a result of a stack corruption - out of range access, incorrect poiter math, etc.
how about glBlendFunc( GL_ONE, GL_ONE ) ?