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Type: Posts; User: dabeav

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  1. Replies
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    Re: Matrix & Rotation Headache

    Maybe someone would just be willing to double check my transformations real quick? I am not sure if I am using the correct transformations at the correct time.

    This should take a locally defined...
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    Matrix & Rotation Headache

    I have created a "Node" based system of rendering my objects. Each parent node pushes its translation / rotation matrix, renders itself, and then calls each sub node to do the same, after a leaf and...
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    Re: Transformation of normals into eye space.

    Thanks. That's what I thought. Must be an error in my code logic somewhere...
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    Re: Transformation of normals into eye space.

    Is that true if there is no non uniform scaling? I could be wrong, but isnt the modelview matrix equal to the transposed inverse when there is no scaling involved?
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    Transformation of normals into eye space.

    I am attempting to create a outlining (cartoonish) effect around my meshes in OpenGL ES 1.1. Normally in OpenGL I would just render in wireframe mode with a line width of 3 or 5 in front face culling...
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    Re: Possible? Usefull?

    Ok, first off, I know DLLs are cross platform. I am saying DLL, but what I mean is a "conditional" compile situation, so for microsoft they will be DLLs, for linux then will be SOs, etc. Making it...
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    Possible? Usefull?

    Ok, this may be the wrong forum for this, so please dont burn me for it.

    I have been thinking lately about a project, and I wanted all of your opinions on it. I want to create a "game" style...
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    Re: What in the world am I doing wrong??

    Bunny, YOU ROCK, FIRST ELEMENT!!!!! I was passing a pointer to the vector itself NOT its first element, what a difference [0] makes at teh end of a vector reference. THANK YOU for jogging my memory.
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    Re: What in the world am I doing wrong??

    Bunny, YOU ROCK, FIRST ELEMENT!!!!! I was passing a pointer to the vector itself NOT its first element, what a difference [0] makes at teh end of a vector reference. THANK YOU for jogging my memory.
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    Re: What in the world am I doing wrong??

    Ok, so how would I go about fixing that? Should I create an array, and move the data?? but that will be kind of a waiste of time and space... Is there a better way?? Can I pass a pointer??
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    Re: What in the world am I doing wrong??

    Ok, so how would I go about fixing that? Should I create an array, and move the data?? but that will be kind of a waiste of time and space... Is there a better way?? Can I pass a pointer??
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    What in the world am I doing wrong??

    /*
    I am attempting to render a set of triangles, and this is my setup:

    I am implementing strips, but cant get that to work, so I am attempting just the triangles for the first run.
    */

    enum...
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    6
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    569

    What in the world am I doing wrong??

    /*
    I am attempting to render a set of triangles, and this is my setup:

    I am implementing strips, but cant get that to work, so I am attempting just the triangles for the first run.
    */

    enum...
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    Extensions problem...

    Can someone tell me why this code might crash everything when I call it? Dosnt even give me a reason, just comes up with the XP Encountered a problem executing the app window.

    The problem seems?...
  15. Texture Coord for a point on the edge of a triangle.

    Ok, I am currently splitting polys for a BSP_tree style of algorithm (not exactly though). My question is this. I have a Triangle PT1 PT2 PT3 are its points. When I split the poly, I take a line...
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    Re: Cutting away parts of a model.

    Well, i think im now on the right track. I have managed to find a tutorial (well kind of tutorial) on BSP tree boolean subtraction to form Constructive Solid Geometry. If any one else has any further...
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    Cutting away parts of a model.

    This is a bit of a strange request. I am currently working on a Idea that involves taking a solid model (say an earth wall). And then taking a geosphere ball and using it as an explosion, and where...
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    Re: Finding texture coords in middle of poly.

    Ok, im having an issue following the information on that sight that was posted. I am unsure as to how to get t1,t2,t3 (the barycentric coordinates) from the equations they have listed. Maybe i am...
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    Re: Triangulation of concave polys

    Well, then that is very cool. But, do you happen to know where I could find a good example of how to use it. (No i am not a code stealer, i am just a visual learner and if i can see it done, i can...
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    Re: Triangulation of concave polys

    But, with the glu tesselator, doesnt that just display the triangles? I want to be able to pull them into memory, for manipulator later. Can I do that with glu as well, or do I need something else?
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    Triangulation of concave polys

    Does anyone know of an algorithm, or a library, that can be used to triangulate a concave poly w/out any holes in it. I know how to triangulate convex w/out any problems, but concave polys (once...
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    Re: Finding texture coords in middle of poly.

    Thank you all very much for the info, as soon as I figure out the math behind that equation, I will be good to go. Thankx a bunch.
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    Re: Finding texture coords in middle of poly.

    could you give me a bit more explanation, as to how that is done. I understand interpolation, but not sure how it would be done here.
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    Finding texture coords in middle of poly.

    I currently have a triangle, each vertex has a texture coord. Now,I want to put a point anywhere on the face of that triangle, and find its texture point, coresponding to the current ones. Any ideas...
  25. Re: how to use vertex arrays with multiple normals per vertex ?

    I found the same problem a long time ago, and after much delibration, came to the conclution that the ONLY method to do so, is create multiple instances of the same vertex, each having a different...
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