Heh, see, this is exactly why I'm allergic to java.
Anyway, I'm glad you managed to solve this (persistence is half the battle).
Type: Posts; User: -Mil0-
Heh, see, this is exactly why I'm allergic to java.
Anyway, I'm glad you managed to solve this (persistence is half the battle).
Sorry I couldn't be more helpful.
Anyway, be sure that your viewport dimensions match your screen size. So, if you have a 640x480 window, you should call glViewport(0, 0, 640, 480) - all my advice...
Well, wait. You said that your program "once in a while gets a triangle drawn on screen" (in your initial post) - so, what was the code that actually worked?
I would start from there.
Also, I...
This is your triangle in 2D space (according to the code snippet you posted above):
[(0.0, 0.0), (-1.0, -1.0), (0.75, 0.75)]
Here's what the viewport coordinate system looks like:
...
I think that in order for the triangle to render, it has to have a surface area that would fill some pixels on the screen.
The vertex data in your code describes a triangle with 3 points that rest...
Ah, I see. Thanks for clearing that up.
Well, as the error clearly states, and as AlealactaEst already pointed out, the pointer returned by malloc cannot be converted automatically, so you have to do it yourself.
I'm on Linux, using...
So, it's not so much about new functions, as it is about breaking the old ones?
Yea, well, that's really what I'm asking: If GLEW makes gl3.h irrelevant (in terms of available features - where...
Probably a silly question for an experienced OpenGL developer, but this is a beginners forum (and I am a beginner - more or less), so I guess it's the right place to ask.
I mean, this is the first...
One way to do it is to simply generate a number of vertices positioned on the arc, and then draw lines between them using glDrawArrays(GL_LINE_STRIP, ...).
Here's a quick function I whipped up to...
Draws the polygon where?
If you were just looking to draw in the top-down view, you have to derive OpenGL coordinates from your mouse coordinates.
So, if you have a 640x480 viewport, where the...