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Type: Posts; User: sueyllam

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  1. Thanks, I will give it a try. Another fix, is by...

    Thanks, I will give it a try. Another fix, is by keeping the original code and just change the profile from GLUT_CORE_PROFILE into GLUT_COMPATIBILITY_PROFILE and it works fine, without adding...
  2. And just for the curious I reverted to the...

    And just for the curious I reverted to the original code without layout in shaders and used version 330 and it did work on both ATI and GeForce. So it was a glew problem...
  3. Well after locating where the crash occurs and...

    Well after locating where the crash occurs and doing some serach on net, I found the cause is glGenVertexArrays in GL core mode sometimes cause problems with glew so just before glewInit() add the...
  4. Still does not Work. So I did trace the execution...

    Still does not Work. So I did trace the execution and found that the last message that get printed is just Before the call to glGenVertexArrays inside the init() function in test.cpp and the message...
  5. After doing some search on net I found the...

    After doing some search on net I found the following shaders:

    vshader.glsl

    #version 330

    layout (location = 0) in vec4 Position;

    void main()
    {
  6. But what about vPosition?

    But what about vPosition?
  7. No I did not debug it, but I will add it and see...

    No I did not debug it, but I will add it and see if it works, but where do I add it?
  8. Well I was expecting an opengl program that draws...

    Well I was expecting an opengl program that draws a red triangle on a white background using programmable shaders and does work on both ATI and GeForce cards.
    Anyway here is the code that works on...
  9. Simple OpenGL 4.X does not run on GTX 480 but runs on ATI

    A simple program that draws a triangle with 3 vertices in red over a white background using a simple one liner vshader and fshader that simply reads the 3 vertices and sets the color to red...
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    GLSL vi Cg Compiler does not work

    I tried to run a simple first example from Angel's book 6ed on 3 computers on Windows using mingw. It produced the exe on all 3 but ran on one fine and crashed on the other 2. By looking at the...
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    The colors get much better if you keep track of...

    The colors get much better if you keep track of the ModelView matrix and compute the normal and ray according to it and not have them fixed according to original position.
    Here the code that does...
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    Final Version in case anybody is interested

    The code plots a surface with -1<=x<=1, -1<=y<=1< -1<=z<=1 in parametric form.
    It allows rotating to see the surface from different viewpoints... Of course this could generalize to any ranges. The...
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    I fixed the calculation of the normal and set the...

    I fixed the calculation of the normal and set the order of x, y, and f correctly and still back and front sides white? any help??
    Here is the final code:

    #include <math.h>
    #include <GL\glut.h>
    ...
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    OK I defined different material colors for the...

    OK I defined different material colors for the front and back sides but still get white for both sides even though the back has material color red...??


    #include <math.h>
    #include <GL\glut.h>
    ...
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    Well I used lighting and defined it to use both...

    Well I used lighting and defined it to use both sides of the surface and defined the normal at each vertex but what I get is the front surface and the back surface is invisible, what I want is to...
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    Here is the code working after adding zooming and...

    Here is the code working after adding zooming and rotation to the surface, but what I still don't know how to do is to determine the sides of the surface to be colored by 2 different colors in order...
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    I think I found what is wrong, I had nothing...

    I think I found what is wrong, I had nothing appearing because in 3d the camera is aiming at the -ve z axis not the +ve axis which I have been assuming translating by glTranslatef(0.0,0.0,-MAXF) will...
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    I meant use glVertex3d instead of glVertex2d,...

    I meant use glVertex3d instead of glVertex2d, that is draw the surface one point at a time. This is shown in the attached code.

    Here is the 2D code which is working fine:


    #include <math.h>...
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    Turn a function plot in 2D directly into 3D

    I have the following opengl app which plots 2d funxtions. I want to turn it into one for plotting 3D surfaces with min. changes that is maintain the drawVertex and just change the projection. I was...
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