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Type: Posts; User: Anitox

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  1. Re: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista

    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...
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    Re: A Question about glGenTexture and BindTexture

    I was just answering the original posters questions, trying to stay to just that information, not branching off into unrelated information, like multitexturing ...
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    Re: A Question about glGenTexture and BindTexture

    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
    ...
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    Re: .3ds and .obj file

    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...
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    Re: Standard Error Information

    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...
  6. Re: gforce4 mx 440 8x , cg and shading language

    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...
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    Re: Colored Streaks in Full Screen.

    Have you tried updating your video card's drivers?
  8. Thread: Tiled textures?

    by Anitox
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    Re: Tiled textures?

    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);...
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    Re: GUI in intermediate mode?

    I would use glOrtho2D() to draw anything that is 2D. There is no depth, but whatever is drawn last is on top.
  10. Thread: texture size

    by Anitox
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    Re: texture size

    http://www.opengl.org/discussion_boards/ubb/Forum2/HTML/010602.html

    Someone else just asked about it.

    Anitox
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    Re: fixed size texture mapping

    You can switch to orthographic viewing, then use glVertex2i() to draw your quads.


    Anitox
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    Re: bitmaps and glaux

    NeHe has a good tutorial on using the glaux library for loading a texture.
    http://nehe.gamedev.net/tutorials/lesson.asp?l=06


    Anitox
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    Re: rendering, saving and recalling

    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...
  14. Thread: Lines

    by Anitox
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    Re: Lines

    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();
    ...
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    Re: GL_POLYGON_SMOOTH

    Either write a new method to draw the solid cube, or ...

    glDisable(GL_POLYGON_SMOOTH);
    // draw cube
    glEnable(GL_POLYGON_SMOOTH);

    Anitox
  16. Thread: Why?

    by Anitox
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    Re: Why?

    Let's all trash talk other races.


    OR NOT.
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    Re: Books/Tutorials for begginers...

    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...
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    Re: Particles without masking

    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...
  19. Re: Problem rotating parent then rotating children

    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...
  20. Re: I want to draw two objects then just move one of them.

    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...
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