If a GUI heavy RAD project that wasn't too speed critical is required why not use Borland C++ Builder? Its far 'quicker' to get working code out and much more logical than MFC...
Why more people...
Type: Posts; User: Pauly
If a GUI heavy RAD project that wasn't too speed critical is required why not use Borland C++ Builder? Its far 'quicker' to get working code out and much more logical than MFC...
Why more people...
Yeah it depends what you do with them doesn't it? The compiler does static type checking to determine what kind of types the function will be parameterised by and does its stuff.
If it can't make...
C and C++ should be pretty similar for speed UNLESS you start using templates and other polymorphic type stuff - still being able to write 'generic' functions is much more elegant is it not?
Why...
You could either stick with your current method and call glRotate to rotate the texture matrix OR do as suggested here and use glu Quadrics instead ...
Yeah, the former is the html online version of the manual pages (is that the red book?) - the latter the postscript version for you to download page by page :p
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Take a look at:
http://home.clara.net/paulyg/prog7.htm
http://home.clara.net/paulyg/prog10.htm
paul
Whoa, whoa, whoa... Back up there a little Cass. Matt's a FULL time MIT student, FULL time nvidia driver developer - How can Matt be in two places at once? ...
I was a bit peeved that the DX8 dev. kit didn't ship with the much "Ooo-ahhh"ed at fuzzy bunny demo http://www.opengl.org/discussion_boards/ubb/frown.gif
Yeah, I remembered it a little 'more complete' than it actually was. Still, like you say pretty good starting point. http://www.opengl.org/discussion_boards/ubb/smile.gif
That method of culling was also fully described in Paul Martz' OpenGL FAQ a few years ago (!). The code sample provided does that same thing but with glut.
Paul.
Take a look at www.vterrain.org It have links to lots of stuff like this. Most are academic technology demos - not finished products and the source is GPLed. It'd give you a good starting point...
Thinking about this, I use an algorithm to clip AABBs against the viewfrustum. Can I not use this by passing the 'selection' planes to it and seeing what happens.
I'm gonna try it and see. Just...
Usually you would create your bitmap font texture 256x256 with all the characters you need. One character goes on one quad http://www.opengl.org/discussion_boards/ubb/smile.gif
Somewhat offtopic I know....
I've got picking nailed down now using my own unprojection functions - I can cast rays willynilly and test for them for intersecting triangles in my low LOD models...
Something for Matt and his work buddies to think about http://www.opengl.org/discussion_boards/ubb/smile.gif
Okidokie Matt, as always - thankyou very much http://www.opengl.org/discussion_boards/ubb/smile.gif
[This message has been edited by Pauly (edited 11-28-2000).]
Okay, I really need to bounce some ideas around and nobody in the room here has the slightest idea of what I'm talking about - so I'm hoping you guys might know ...
I think he/she means environment mapping? Can't post more now, I'm off to the pub http://www.opengl.org/discussion_boards/ubb/smile.gif
The best way to do it is use some trig. to randomly generate your stars (or read them from a file if you're feeling fancy and want real star data) in big sphere. Compile this into a display list.
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What 3d card are you using?
Remember to make sure to call glPointSize ( 1.0 ); and have point smoothing off for optimal performance.
Try 1000 stars and see if it slows down anymore...
Umm, now that really wasn't supposed to happen http://www.opengl.org/discussion_boards/ubb/rolleyes.gif
Simple as that! You can draw and lots of points very quickly as long as texturing and lighting is turned off. Mix a few random GL_QUADs with nice star textures (don't make them huge, small ones...
I'd say they use GL_POINTS in a star sphere for 'normal' stars, then use quads for bigger stars.
It's a little hastily put together but: http://home.clara.net/paulyg/download/planetpauly.zip is a link to the source, a big picture (1024x512) and an .exe - let me know if thats what you were...