Which errors ? :p
Type: Posts; User: DarkShadow44
Which errors ? :p
You need a 3D modeller, like Blender (open source) or Maya 3D :p
I prefere Blender ^^
Then you need a exporter (for Blender / Maya 3D / ...) and a suitable importer for OpenGL + C++/C#
You mean you need higher resolution ?
Or maybe texture filtering ?
I don't understand that too :eek:
Do you need a kind of "3D-Model" of that princess ?
Like 'bumps' with a...
You could use "2D-picking for your 2D-image, that means:
Mouse.x > pic.x && Mouse.x < pic.x + pic.width
// same for y
And for 3D-picking you could use ray intersections...
But if you have...
You load you texture each frame ??? :eek:
LoadGLTextures(image1,0);shouldn't be in cylinder()...
Where exactly do you map your "middle" image ?
Sorry, but I don't understand your...
And what's the problem ?
I don't understand what you mean :confused:
glLoadIdentity(); //Very important
//Manipulating in Y-Axis
glScalef(1,x,1); //0 < x < 1 bigger texture
//x > 1 (for example 1.5) smaller texture
Sure. Did you try shaders ?
Here is a NEHE example
Sure that he links opengl32.lib ?
For example with Visual C++ 2008:
I just used only the first triangle...
I forgot to increase the variable :o
So this also affects mirrors,glas and other translucent objects ?
Sorry for that, I solved it. :o
But why isn't it possible to draw Objects BEHIND transparent objects ? :confused:
Then I have ONE vector. But I need two points for a ray.
Shall I choose arbitrary points ? :sick:
Then I'd get the second point by adding the vector to the first point...
If I try differnt BlendFuncs, I get a black or white background on the textured quad...
What is wrong ?
Hi there !
I' am using FreeImage and to load GIFs. I use GIF_PLAYBACK to "generate" the picture for every frame. But now my question is, how can I make the picture transparent ? There should be an...
There MUST be a change with "glTranslatef()" :p
You mean ".3" and ".6" as depth ?
for what do you need that ?
Would it help to zoom on the cylinder ?
Therefore you should use
glTranslatef(0,0,x); // x bigger than 0, for example 3
Just put all pictures into one image, load that, bind the texture and use "glTexture2f" for texture mapping ;)
(winx,winy,.6) - (winx,winy,.3) = (0,0,.3)
That must be always (0,0,.3), or am I wrong ?
How do you map your textures ?
Are the images among each other ?
Thanks, I will try that tommorow ;)
OpenGL selection (GL_SELECT) is limited to a fix numer of objects (128/256/...)
I used another method, selection by...
Yes. But how can I construct this vector ? And what does normalize mean ?
I need that for intersections with triangles, how could I test that the quickest way ?
Isn't it normal that the image closer to the viewer is bigger ? :confused: