Thanks - I did that before retiring last night, and the second scene displayed. Looks like I need to get my Eclipse/PyDev plugin working and step through it in the debugger.
Type: Posts; User: starman
Thanks - I did that before retiring last night, and the second scene displayed. Looks like I need to get my Eclipse/PyDev plugin working and step through it in the debugger.
I'm having a problem with a simple OpenGL program. There is
little GL code at all right now, just a framework for switching
between different "scenes" and a couple of test triangles. I've ...
Ugh - Found the seam in the moon. Thanks for the feedback.
Hey Zbuffer - what did you not like about the Earth? The only other map I can find is this:
...
Good feedback Zbuffer. No, you're not too harsh. Honest feedback is exactly what I want. Thanks.
I actually expected more of that on a 3D graphics forum (I expect different kinds feedback on...
The camera orbits around 3D planets, i.e. it's not a still picture. It's not open source either, I'm trying to make a buck out of it :-)
Not expensive, though - just $15 USD for the full version,...
I've finished my first OpenGL application. Nothing earth shattering, but it's a 3D solar system trivia game. If you would like to try the free trial download, it's at the link below. Check the min...
My application is an animation of a planet using two different "cameras" (using gluLookAt) - one from up close, one from farther away. The cameras orbit the planet. Every 30 seconds I swap cameras....
Also, per dorbie's advice, I do a raycast to test for visibility as the sun goes behind a planet. I added a nice fade in/fade out effect to the flares that occurs when the sun rises/sets. It looks...
Found my problem! I was extracting my frustum after the camera transformation, but also after the 90 deg FOV projection transform for my skybox! This gets reset to a more normal 40 deg FOV for my...
Thanks. I'll try the raycasting first. However, I'm currently having problems with my view frustum culling. I'm using Mark Morley's frustum code verbatim...
My simulation has the camera orbiting around a planet. The sun is drawn in the distance as a decaled quad, with flares overlaid after the planet is drawn. The sun gets clipped first by a frustum...
I actually went with the mipmap solution, but tried just the linear filters first (because it was quick and easy!). What's the best treatment of the subject in your opinion? The Red Book?
That was it...thanks! Could it have been the mag filter? It also works without using mipmaps but by specifying GL_LINEAR as my min and mag filters and using glTexImage2d(). This is a single...
I've searched far and near on this forum and others and can't find an anwser to my query. Perhaps I'm asking the wrong questions.
I have textured a gluSphere with a mercator map of the planet...
Well, if he's done zero work all semester then I don't see how one project is going to save him. I approached a couple professors/TAs in their offices in my day and they were very receptive, willing...
There's a problem with something. Fix it and it will work.
If you want a more meaningful answer, you'll have to post some code and give a better description of the problem.
http://nehe.gamedev.net
Have you talked to your professor? Just go to him and say "Hey, I'm really lost. Can you help me get back on track?"
I bet you'd get a very positive response from him if you took that approach.
If you're making a fullscreen game like Quake, why do you need advanced Windowing functionality? Why exactly would GLUT be not up to the task?
I could see the problems if you were creating a MDI...
Does this include freeglut? It's been opensourced on sourceforge and has recent versions available. It's hard to beat the ease of GLUT, especially for the simple simulations I'm writing.
Does SDL do dialog/message boxes? I'm trying to get away from Win32. My current option is to go GLUT/GLUI, but if SDL does this I may give it a look.
Actually, there is already a screenshot on my site: http://davemikesell.com/jupex.jpg I can explain what's happening I believe with just this one shot.
Notice the star at the top of the shot...
Obli - I'll try to post screen shots tonight...thanks.
My FOV is set to 90 when the skybox is rendered.
That fixed my "undefined GL_CLAMP_TO_EDGE" problem, but my skybox still looks funny. I may just have the wrong textures, but you can actually see the stars traversing the corner of the box as the...