Make sure you register a valid texture identification integer(the reference) by calling glGenTextures and make sure that the generated ID is different than 0. Here is a sample code:
GLuint myID;
...
Type: Posts; User: Mihail121
Make sure you register a valid texture identification integer(the reference) by calling glGenTextures and make sure that the generated ID is different than 0. Here is a sample code:
GLuint myID;
...
Can somebody please explain me(in english) what are the register combiners?I understand the shaders/vertex programs but not the combiners and i have some feeling that they are the key to the advanced...
So guys you wanna tell me that you are gonna change resolutions,switch to fullscreen mode and vise/versa without re-initializing system?!No that it's not very safe....it's ULTRA unsafe...
Well damn the man said it took years,the screenshots look cool(amazing is more right),he gives reasonable arguments and we behave like a bunch of loosers.It's very good looking pal and i think in...
Dunno what that has in common with advanced OpenGL but yes it is safe(the only way even http://www.opengl.org/discussion_boards/ubb/wink.gif) and yes it will require that you reinitialize your...
it seems to me you aren't parsing any shaders.don't forget that the whole Q3 engine is built on them.
They are modified GF2 right but the most of the copabilities are presented.Don't know what's wrong with the implementation of fragment shaders.Also the 3D textures are missing which is also not very...
Hi guys and congratiolations about the new NV drivers.Good to know that the VBO bug has been finaly fixed on the MX cards.Last night i tried rendering the Tom's demo for VBO and i was glad to see...
Ray-casting with OpenGL,are u nuts?!
Window$ BMPz???!!!!?!
Christ........
DirectX?!!!!!!!!!!!!!?Better?!!!!!!!!!!!!!!
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i don't so.....
Hi!I also have a GeForce4 MX and the VBO bugs are simply killing me.If i'm not wrong there is something wrong also with the NV extension but if they are gonna be soon fixed who cares :d.
it's kinda tells what extensions are available with your implementation but offen misses occurr like this one.Everything is documented thought so not to worry!
Yeah 10x,i didn't knew the difference either.
DEVMODE screen_settings;
int i = 0;
while(EnumScreenSettings(NULL,i,&screen_settings) != FALSE)
{
printf("%d: %dx%d %d bpp",i,screen_settings.dmPelsWidth,
screen_settings.dmPelsHeight,...
You answered yourself!The reason why it takes that long is cause the API enters a enourmous loop to convert the data from grayscaled to RGBA!!!Note it will be EXTREMELY more safer and faster if you...
What's the hard about to convert an image into other format?
It's not my job to tell you this but usually if you avoid all of the OpenGL pipleline specific optimizations and operations the software rasterization will be A LOT faster.So if you write a quick...
Yeah i want to say sorry.I'm now respected and will go tell all gamedev companies to stop using own ma3x ops and start using glTranslate/glRotate etc.It's just a bit intresting how they haven't...
It seems to me that your dsound is kinda crapy or your performing an illegal or not very right operation somewhere in the code.Mind if we see some source?
P.S.
I bet you've noticed this is a site...
As long as u guys use the GLU junk functions or use stuff like glTranslate/Rotate etc instead of own ma3x ops you will probably stay in the beginners forum
U don't get the idea.The shader files fill the render state manager of Quake III.They only save a billion of state switches.U can go without them too.After all each engine is uniqe.
you guys are gonna kill me!here is what you do to get the cameras position(NOTE:POSITION NOT DIRECTION!!!!!!!):
double m[16];
glGetDoublev(GL_MODELVIEW_MATRIX,m);
the camera position is...
Don't know what might be happening.Maybe your calling it while no context is current.
Look nukem it's actually (HELL NOT THAT)easy.
The ASS files contain a series of waypoints and flags for the bots.You can completely ignore them.The thing you need to know is that each BSP file...