We should fight back.
Everyone should realize that Microsoft will not stop doing things like this until they control the whole world. They consistantly fail to meet standards in an attempt to set...
Type: Posts; User: Anitox
We should fight back.
Everyone should realize that Microsoft will not stop doing things like this until they control the whole world. They consistantly fail to meet standards in an attempt to set...
I was just answering the original posters questions, trying to stay to just that information, not branching off into unrelated information, like multitexturing ...
glGenTextures()
- Generate a name for the texture
glTexImage{1,2,3}D()
- Allocate memory and Load texture into memory
glBindTexture()
- Select which texture name to use
...
I use a 3DS loader that I found on the net. Basically the loader opens the .3ds file, reads the contents, and stores it in memory. Then I call the drawing function included in the loader to render...
GLSLValidate.exe also takes command line parameters.
You can use /v <vertex shader> or /f <fragment shader>
ex: 'glslvalidate.exe /v shader.vert'
This will check the shader just like the GUI...
The Geforce MX series do not have shader support.
This was taken from this review of a Geforce MX 440.
They are basically a more powerful Geforce 2.
A Geforce 3 has vertex shader...
Have you tried updating your video card's drivers?
When I tile a texture, I use the glTexCoord2i() function to change how often the texture is repeated.
unsigned int repeats = 2;
glBegin(GL_QUADS);
glTexCoord2i(0, 0);...
I would use glOrtho2D() to draw anything that is 2D. There is no depth, but whatever is drawn last is on top.
http://www.opengl.org/discussion_boards/ubb/Forum2/HTML/010602.html
Someone else just asked about it.
Anitox
You can switch to orthographic viewing, then use glVertex2i() to draw your quads.
Anitox
NeHe has a good tutorial on using the glaux library for loading a texture.
http://nehe.gamedev.net/tutorials/lesson.asp?l=06
Anitox
What about writing 2 or more rendering functions? You could have one draw and manipulate a certain scene, while another does the same but to a different scene.
for example...
void...
Make sure you have texturing disabled when you draw the line, otherwise it will be drawn with a texture. This could cause it to not draw the lines.
glDisable(GL_TEXTURE_2D);
createRoomLines();
...
Either write a new method to draw the solid cube, or ...
glDisable(GL_POLYGON_SMOOTH);
// draw cube
glEnable(GL_POLYGON_SMOOTH);
Anitox
Let's all trash talk other races.
OR NOT.
I recommend a booked titled 'OpenGL Game Programming'. It explains each OpenGL function and what it does. It also explains the variables used in OpenGL functions.
And if you're interested in...
For my particles, I load an image of a circle with fading edges as a texture, then apply the texture to a GL_QUAD.
This will look fine from one direction, but from any other direction, it will look...
From what I see, you are making a new layer on the modelview stack for each object you draw. It makes a layer, draws the parent, removes it's layer, makes another layer, draws a child, removes the...
Let's try to clear this up a bit.
For each view you have a stack. Let's take the modelview stack for example. First you LoadIdentity() which will clear the top of the current stack. When you...