Ofcourse you should ask him some basic stuff like :
What's the difference between a vertex and a vector.
or : How do you normalize a vector.
If he/she doesn't now those basics you shoudn't even...
Type: Posts; User: P88_Razor
Ofcourse you should ask him some basic stuff like :
What's the difference between a vertex and a vector.
or : How do you normalize a vector.
If he/she doesn't now those basics you shoudn't even...
Ofcourse it would be cool http://www.opengl.org/discussion_boards/ubb/cool.gif to have a 64bit Z buffer !
I just wanted to emphasise this problem.
This mistake is made in several examples I found on the web.
This could save some people a lot of debugging / posting time. ...
Nice site, renders fine in Opera7, IE and Mozilla.
Something I just noticed :
// Gives INCORRECT Z value
GLdouble l_dZ;
glReadPixels(a_iX, l_iY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &l_dZ);
// Gives CORRECT Z value
GLfloat l_fZ;...
Hi,
I 'm drawing an object that can have separate textures applied to each polygon
But for some reason my viewers slows down after the first display list compile.
1st compile, # textures...
Btw... I just registered. ;-)
The problem is not the texture switching.
All poly's are sorted by texture.
So the problem still remains.
1st compile, # textures applied to faces.
--> glCallList slow response
2nd...
Indeed, that would be ideal.
But what I want is to be able to assign (bind) a texture to each polygon separately if needed.
Fe. I have separate textures for arms, legs, face, etc for my...
In the meantime I also tried to generate the texture objects ouside the display list and use (bind) them inside the display list.
Even that results in a slowdown.
Any ideas ? Somebody ? :-/
hi guyz,
I have a display list containing a bunch of polygons with a texture object assigned to it. (bindTexture is called inside display list generation)
Now, when I generate the texture...