I would find such tool very useful. Especially if it could generate a C++:ish interface that puts everything in a gl namespace.
It would be even more useful if it had some support for multiple...
Type: Posts; User: Zyx_2000
I would find such tool very useful. Especially if it could generate a C++:ish interface that puts everything in a gl namespace.
It would be even more useful if it had some support for multiple...
You probably do have a video card, often called graphic card. Though it might be integrated in your motherboard.
Have you updated your drivers to the latest version?
Some programs use an old OpenGL version but a modern DirectD3 version. Dor example, I know a program that uses the very old OpenGL 1.4 but...
Since zero area is equivalent to three colinear points, and two overlapping points is a special case of them, it is enough to check if the area is zero. (posting this in case someone else finds this...
I'd say GLFW in combo with GLEW is the best. freeGLUT is overrated, its only advantage vs GLFW is that can be slightly easier to use for some.
First, don't measure performance in FPS, use frame time instead, see this wiki page for more information.
Second, it is likely that the GPU is not the bottleneck. What other hardware do the...
In that case, it is be better to use two triangles.
You should avoid most deprecated functions, ESPECIALLY immediate mode (glBegin/glVertex etc).
There's the standard C function sprintf(), or in C++11 there's std::to_string().
There is no source for OpenGL. OpenGL is a specification, not a library.
Yes, switch to freeGLUT, unless you want to use GLFW. Nobody should use GLUT these days.
Wouldn't it be glScissors()?
* Your quickstart guide is very hard to understand, partially because "string" has the wrong type.
* You are calling glVertexAttribPointer in your draw function, while it should be done in some...
So what you want to do is to pick 4 out of those colours at random? That was completely impossible to guess from your original post.
Just generate 4 random integers, to use as indices for an array...
To "erase", use glClear(GL_COLOR_BUFFER_BIT), and swap buffers if using double buffering.
Have a large texture containing all the textures used by the triangles in the buffer, and use appropriate coordinates.
You might want to try updating the drivers for the ATI card. When I bought my HD 5770, the drivers included only supported OpenGL 2.1, but updating to the latest version made 4.1 available.
My...
There's no features for user interface in GLUT (apart from right-click popup menus). You will need to render buttons, text, or whatever you want with OpenGL. Then you will have to get the coordinates...
It depends on what platform you run it on. On GNU/Linux systems, Mesa3D (which is technically not OpenGL, but still follow the specs) is almost always present to do software rendering. On Windows,...
How to import specific file formats has nothing to do with OpenGL itself. I suggest that you look for a library that reads vertex data and such from a maya file, and then pass that data to OpenGL.
A minor thing, it is usually better to multiply by 0.5f than to divide by 2.0f. It is faster (though most compilers probably optimize the division into the multiplication), but more importantly...
Have you made sure the depth buffer is set up correctly? You must explicitly ask GLUT for a depth buffer.
And also: what does glGetError() return?
You need to get pointers to functions above version 1.1. I recommend you to use an extension loading library for that.
This is not true, in general. There are often other bottlenecks than CPU and GPU processing. In your case it most likely is the GPU computations that are the bottleneck (as others have said).
I can't give you an answear to your main question, but I definitely recommend to move away from GLUT. It will most likely not fix the problem, but GLUT is really outdated and changing will make...