Zbuffer
Yes, what you wrote is exactly the algorithm I had implemented.
I also tried different modifications, but all of them failed.
Tomorrow I'll ask my boss if he considers it a task with...
Type: Posts; User: Glex1
Zbuffer
Yes, what you wrote is exactly the algorithm I had implemented.
I also tried different modifications, but all of them failed.
Tomorrow I'll ask my boss if he considers it a task with...
Oh. Are there any approximate solutions without shaders (not all cards support shaders)? (from what you've said, I guess the answer is no, unless I change the mesh, but still..)
Thank you!
I...
I have a data for a 3D function plot (equally distributed values of f(x, y) in a rectangle). I've built a 3d tetrahedral(a.k.a pyramidal) mesh for these values.
Now I have to calculate normals for...
trinitrotoluene
1) Yes, you are right :) Thanks
2) No, you need to send the modelview matrix with which the object was drawn
3)
Yes, the problem is actually that
Line (
...
1) Are you sure about this -1 thing? I changed it, but it didn't fix the problem
2) The current modelview matrix is simply not the one I need (there were some pushs and pops during rendering)
3)...
There are Display Lists, Vertex Arrays, VBOs.
If a curve can be approximated with a polynom you also can use glMap1f. Maybe there are even more techniques :)
I'm writing a routine to intersect the line from eye-point to the point on the screen with a plane (a plane is given in the world's coordinate system).
Here's the pseudocode:
Vector3d...
jwatte,
Thanks a lot!
About barycentric coords:
If I have a point p and a triangle abc, and I know scalars k_1, k_2, k_3, such that:
p = a * k_1 + b * k_2 + c * k_3,
where k_1 + k_2 + k_3 =...
2-ML-47661-ML-
Hardly an advanced question
Imagine we have a triangle ABC with normals a, b, c.
glShadeModel is set to GL_SMOOTH.
The question is:
from OpenGL point of view, what is the normal to a point p inside a triangle?
Why do I...
Well, these lines helped me :)
gl.glEnable(GL_POLYGON_OFFSET_FILL);
gl.glPolygonOffset(1.0f, 1.0f);
Although I don't actually know how they work :)
Basically, the problem is that lines look bad when they are on a polygon surface.
This issue somehow happens even with GL_LEQUAL depth test.
But if you clear depth buffer between polygons- and...