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...
Type: Posts; User: DPalomo
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...
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,
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**Off Topic**
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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...
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...
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)
I think you're looking for this:
http://www.opengl.org/developers/documentation/specs.html
Hope this helps,
Daniel Palomo van Es.
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...
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:
...
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 '// @@@'
-...
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...
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...
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...
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
...
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: ...
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...
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()...
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...
Thanx,
that helps a lot. Now left only the generation of lightmaps themselves...
Daniel
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,...
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....
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...
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:
...
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...
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...
You should look at NeHe's tutorials.
at http://nehe.gamedev.net
hope this helps,
Daniel Palomo van Es