How is the glMap2f function declared in the type library?
Does glMap2f GL_MAP2_VERTEX_3, XMin3D, XMax3D, 4, 2, YMin3D, YMax3D, 2 * 4, 2, VarPtr(Grid3D1(0)) avoid the error?
How about glMap2f...
Type: Posts; User: Pat
How is the glMap2f function declared in the type library?
Does glMap2f GL_MAP2_VERTEX_3, XMin3D, XMax3D, 4, 2, YMin3D, YMax3D, 2 * 4, 2, VarPtr(Grid3D1(0)) avoid the error?
How about glMap2f...
Try http://nehe.gamedev.net/.
Many of the NeHe tutorials have been ported to VB. Maybe you should look again.
Pat
I'm working on a viewer of stereolithography (stl) files. These files are simply a list of triangle with face normals. I'd like to find an example algorithm that can compute the vertex normals...
Has anybody tried the anaglyph mode? How well does it work?
Thanks.
I was under the impression that the NVidia Stereo driver created the "stereo" buffers at a driver level. This would allow all OpenGL/DirectX apps to to render with a stereoscopic effect without code...
Isn't there anybody out there with some experience on this topic that can make a comment ?
I believe that you should only be passing two vertices in every loop instead of four vertices since you are using triangle strips. Also, it looks like your setting the Z value of the terrain array...
I recently purchased a NVidia GeForce4 video card and I was thinking about downloading the NVidia 3D Stereo Driver. I develop CAD software and I was curious to find out how well this would work. ...
I don't think the last reply is correct.
I believe RGB is the expected byte order and the scan lines in the bitmap are stored
from bottom up according to the documentation that I found.
Thanks. I must be doing something else incorrectly.
I'm using glReadPixels to get the image data from my OpenGL window. I'm then creating a Windows bitmap file with this data. It works fine other than the image is upside down. I've been reordering...
I've done this by creating an ActiveX control that handles all of the GL rendering. Each form in the MDI app has an instance of this control.
When you want to render to a different form, just be...
Use a 1D texture...
This is the perfect application for a 1D texture. The 1D texture defines the color gradient for your height map. This works very well...
I've written an application that renders data acquired by a surface topography gage. Currently, I am computing vertex normals for lighting and using a 1D texture for applying a color gradient. ...
I think glClipPlane is by far the best way to do this. The equation parameter is simply the normal vector of the clipping plane from what I remember.
There is no direct command.
I believe the method that I've used is typical. You'll have to create an "in-memory" rendering context that is of a resolution that matches your printer resolution (or...
You can't set a reference to the OpenGL32.dll because it is not an ActiveX dll.
You can however set a reference to the type library found at http://is6.pacific.net.hk/~edx/tlb.htm which will...
Check out http://is6.pacific.net.hk/~edx/ and the NeHe tutorials at http://nehe.gamedev.net/.
Pat
Check out:
http://astronomy.swin.edu.au/~pbourke/geometry/planeplane/
Pat
Do you have a tool that can enumerate the available pixelformats? This may help in determining why the pixel format that you are choosing is not hardware accelerated.
Pat
The clipping plane is defined by a vector, therefore there is no need to do a rotation before defining the clipping plane. The clipping plane equation will define the orientation relative to the...
Try something like this:
glGetIntegerv glgViewport, vp(0)
glClear clrDepthBufferBit
glMatrixMode mmProjection
glPushMatrix
'create orthographic box for axes
I'm also interested in this. I agree that Paul Bourke's website is great, however, I need to render pipes that connect at various angles "seamlessly". Rendering a simple sphere at the joint won't...