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Type: Posts; User: DPalomo

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  1. Replies
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    Re: glPushMatrix() & glPopMatrix()

    The main idea is: when you use glTranslate(..) or glRotate(..) you affect the modelview matrix. This means that when you apply several transformations (translations & rotations) this matrix changes...
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    Re: need some advise!!!!!!!!!! bad

    Or you could read some online books like:
    OpenGL Programming Guide
    (The Red Book)

    OpenGL Reference Manual
    (The Blue Book)

    OpenGL Super Bible

    I Hope this helps,
  3. Thread: other sites

    by DPalomo
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    Re: other sites

    *************
    **Off Topic**
    *************

    The ansi C language is the same for all platforms (the "ansi" word before "C" is from an American Institute that has standarded the C language).

    But...
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    Re: 2D font in 3D space

    The GLTT library gives you a lot of true type font functionality. Not only bitmapped fonts, but also anti-aliased fonts as 3D polygonized fonts, from true type fonts.

    Hope this helps,

    Daniel...
  5. Thread: opengl books

    by DPalomo
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    Re: opengl books

    Hi Tim,

    you can check them before you buy at:
    (Notice that these are previous releases of their books)

    OpenGL Programming Guide
    (The Red Book)

    OpenGL Reference Manual
    (The Blue Book)
  6. Thread: OpenGL library

    by DPalomo
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    Re: OpenGL library

    I think you're looking for this:
    http://www.opengl.org/developers/documentation/specs.html

    Hope this helps,

    Daniel Palomo van Es.
  7. Replies
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    Re: Not an OpenGL question!

    You are trying to use a '==' operator on a structure. The bad ting is that there is no operation '==' defined for that structure, OGL_Vertex. You could try to define the '==' operator.

    I suppose...
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    Re: Help with Coordinates

    I suppose that then the positive z-axis is point out of the monitor. (you look into the negative z-axis).

    Maybe this figure from the OpenGL Super Bible helps:
    ...
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    Re: Cannot Compile..Help...

    I've compiled your code, a few pointers:
    - You need to link glut, glu and opengl libraries (for visual c++ glut32.lib, glu32.lib and opengl32.lib)
    - Every change I made I've marked with '// @@@'
    -...
  10. Thread: Where to now?

    by DPalomo
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    Re: Where to now?

    You could start building a simple world using techniques like BSP-trees or (loose) octrees.

    You could start by setting up a first person camera (if you haven't yet).
    Or start to implement...
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    Re: How to create a OpenGL full-screen?

    If you use GLUT as a wrapper for your OS dependent calls, use then :
    glutFullscreen();

    else you can check http://nehe.gamedev.net for lots of very well written tutorials, also on how to setup...
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    Re: Complete source for moving the camera

    Maybe you want to do your own rotations/translations. You can the position the the camera where you want using gluLookAt();. Now is not the world translated but your camera.

    I wrote a tutorial on...
  13. Thread: raw image file

    by DPalomo
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    Re: raw image file

    I usually use TGA files, because their ability of having an alpha channel.
    At the following site you can see some examples of tga-loading texture classes.
    http://nate.scuzzy.net/common.html
    ...
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    Re: Material Parameters...???

    I use an app. called BMChooser, which lets you play with materials till you get a desired material, then you can cut/paste their generated OpenGL code.

    The link is: ...
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    Re: This should work but doesn't ! HEEELPP !

    I'm not sure, but I think I haven't see you using the modelview matrix, i miss something like: i.e. at the end of reshape().

    Hope this helps,

    Daniel Palomo van Es.

    Ps. I think that if this...
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    Re: rotation/translate vs. gluLookAt

    I don't think doing several translation/rotation calls will improve the performance of your application. gluLookAt() does only one matrixmult with the modelview matrix. When you call glTranslate()...
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    Re: detect current position

    You could use the gluLookAt() function, passing the current position of the camera, instead of rotating your entire scene.
    I've written a camera tutorial to do your own rotations/translations of the...
  18. Thread: Lightmapping

    by DPalomo
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    Re: Lightmapping

    Thanx,

    that helps a lot. Now left only the generation of lightmaps themselves...

    Daniel
  19. Thread: Lightmapping

    by DPalomo
    Replies
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    Lightmapping

    Hi all,

    does anyone know a sample implementation of lightmaps. I'm still quite confused how to generate the lightmap itself, and how to blend it with the original texture.

    Thank you in advance,...
  20. Re: jpeg.lib or gd.lib Any opinions out there?

    I've recently implemented a texture library using .jpg textures with IJG(The Independent JPEG Group). I implemented it in C++, but I don't think it's a very great efford to do the same yourself in C....
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    Re: Color Won't Change!!

    Try to use glColor3f(0.0f, 0.0f,1.0f);
    instead of glutSetColor(). Maybe then you get
    the wished result.

    I hope this helps,

    Daniel Palomo van Es

    PS. The definition of glutSetColor is (from...
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    Re: Transperancy when drawing to bitmap

    AFAIK it's not possible to store transparency information into a bitmap, you should choose for a file type as 32 bits TGA.

    Nate has a good TGA reading/writing OpenGl library:
    ...
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    Re: Problems with camera movement

    If you translate every redraw of a frame, the coordinates could become huge.

    If you don't change from MATRIX you don't have to recall it every frame.

    This one is needed to reset all...
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    Re: OpenGL Superbible question...

    The values in the fire array represent hexadecimal bitmap values. In C '0x...' means that you're defining an hexadecimal value. If you look at the previous page, fig. 4.28 you'll see how this values...
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    Re: gl....problems.....

    You should look at NeHe's tutorials.

    at http://nehe.gamedev.net

    hope this helps,

    Daniel Palomo van Es
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