If you don't have additional constraints you'll have an infinite number of solutions. All the triplets (x, y, z) that are on the line perpendicular on the screen (the near plane) and passes through...
Type: Posts; User: fuxiulian
If you don't have additional constraints you'll have an infinite number of solutions. All the triplets (x, y, z) that are on the line perpendicular on the screen (the near plane) and passes through...
I have downloaded the latest Catalyst drivers found on Ati's site. I have Catalyst 4.8. Is there a safer version ?
Hello !
This may be a little off-topic...
I am haveing problems debugging an OpenGL application. I have switched computers and now I
am working on a PIV 2.8 GHz with 1024 MB of RAM
and a...
Here is my solution to the problem.
...But before that... I am by no means more
than a complete newbie in windows programming,
so don't even think about flaming me for the
way I do things....
You can use fraps.
It is available from here: www.fraps.com
I know it may be slow, but couldn't this
problem be solved by rendering into a texture,
then using glGetTexImage to get the result of
the rendering and then blit this result on
the surface of...
If I understand correctly you are updating your display 5 times per second. That is not the corect way to do an animation. You should update the display as fast as you can, and use the time...
Hello !
I would be interested in resources concerning non photorealistic rendering like : oil paininng effect, watercolor painting, pencil, pastel and the like. Could you give me some pointers...
Hello !
I have 2 computers:
1) PIII@600Mhz with GeForceFX5200 128bit 128MB
AGP2X (detonator 56.54)
2) AMD Thunderbird@1400Mhz with GeForce 256DDR
AGP4X (detonator 56.56)
...
Hello !
If I understand correctly, you want to draw a histogram that you already have.
OpenGL is not specialized in any way. All that it can do is draw lines, points and polygons with or...
Here is something I have done:
Take a look at the following link:
Some pictures
I want to remove all the lines in the image leaving the letters untouched.
The second image is the...
Check out this link. I don't think this is supported in hardware on all platforms, though:
http://oss.sgi.com/projects/ogl-sample/registry/EXT/histogram.txt
My solution to this problem was to shrink the object a little using a vertex program. It is not however a general solution, as it doesn't work well with objects that have sharp angles.
Here is...
I have implemented it and it is not something to be considered unless you don't know the environment at all. Here's a link to some documentation:
...
Hello !
I am having some problems with opening a project ("Project file corrupted. Some files are missing"). Creating a new project does not work either...
I have downloaded .NET Framework...
If all you want is to look at a point use
gluLookAt function
The angles you are looking for are the angles are the angles of the vector (x-cx, y-cy, z-cz) with the 0x, oy and oz axes, meaning...
Transform and lighting is implemented since GeForce256 on Nvidia cards. I don't know about ATI.
I am waiting for over a month now... I am not in the mood to learn any sort of assembler like language, since I have done that with intel asm and now I don't use that anymore. I am not fond of using...
Try searching for quadrics on google.
The equation of the circle is
(x-a)^2 + (y-b)^2 = r^2.
This is the circle of center (a, b) and
radius r.
Try searching for quadrics on google.
The equation of the circle is
(x-a)^2 + (y-b)^2 = r^2.
This is the circle of center (a, b) and
radius r.
Get the opengl 1.5 specifications from the front page of opengl.org. You'll find all those transformations explained there
I had this problem once... it is crazy...
the framebuffer is not available under the part of the window that is obscured by another window, it can grow and shrink with the window...it seems like...
The one returned by glGetFloatv is in column major order, meaning that the matrix is:
a[0] a[4] a[8] a[12]
a[1] a[5] a[9] a[13]
a[2] a[6] a[10]a[14]
a[3] a[7] a[11]a[15]
...
I have found the answer.
The problem was the w coordinate which I neglect during the rendering.
To solve that there are 2 methods:
use glVertex4f{v} ...or multiply x, y, z by 1/w
I...
Hello !
I wonder why I get different results with these 2 parts of code:
and