Thanks people, I finally understand the importance of back to front sorting.
Will do.
Keer :)
Type: Posts; User: Keermalec
Thanks people, I finally understand the importance of back to front sorting.
Will do.
Keer :)
OK it works without blending but my edges are non-antialiased...
http://www.christov.com/ogl/tree3.jpg
Will back-to-front sorting allow me to use blending and have perfect anti-aliased...
Well I split my polygons. The tree looks something like this:
http://www.christov.com/ogl/tree_wf.png
But I still don't get how to do simple sorting. I thought opengl did back to front...
Thanks Relic, I added the following and the results are better but not perfect. there is still a sky-coloured border around one of my tree planes, but not the other...
...
Thank you for this. Dumb question: how do I sort my objects from back to front? Do I labourously measure each object's distance and re-arrange them or is there some nifty opengl function that does...
And remember to use power-of-two sized textures. So your 300x300 texture should actually be 384x384 (=128x3):
glPixelStorei(GL_UNPACK_ROW_LENGTH, 128);
glTexImage2D(GL_TEXTURE_2D, 0,...
Hi, I have a tree composed of two surfaces on each of which a 32-bit texture is mapped. The alpha channel is the transparent channel and works fine for one of the faces but not for the other, as you...
PixelPhile, there is actually a faster way than using spheres, and that is to use bounding boxes. The only thing is it is more complicated.
You would first have to determine the corner nearest...
If I am not mistaken, the planes returned by glGetFloatv face the inside of the frustum. That means anything outside the frustum will be underneath the planes.
Therefore the condition for a...
I would do it this way:
1. First determine the geometric center of each polygon and its bounding sphere radius (better do this before runtime).
Then at runtime, for each frame:
2. Define the...
Thanks a lot for the quick answers, and thanks for the tip, D, there are other versions of glColor tht take GLbytes, GLubytes, GLushorts, or GLuints as arguments, as you pointed out: I think I'll...
Hi, considering opengl needs colours to be fed in as floats (0.00 to 1.00), does that mean the graphics card stores these as floats (4 bytes per channel) or short ints (1 byte per channel)?
If...
Jambolo, if you didn't know what question to ask the interviewee, why were you surprised when he didn't know the answer to your question?
Dorbie is right, not knowing a term does not mean not...
C++ and OpenGL for just over 3 years.
Initially did some Qbasic on a commodore 64 back in the 80's, then forgot about programming and did architecture studies.
Only got back to programming when...
I wouldn't be surprised if the Nvidia TNT2 was the bottleneck. This card dates back to early 1999 and should give around 50 fps with Quake II:
...
Sektor,
I think what jamesk means is you can't expect people to help you if you dont give details. You should have given:
1. The type of graphics card
2. The processor
3. The OS
and...
sqrt[-1], thank you for that list of technical reasons for sticking with OGL, it is rare to find sound knowledgeable advice of this sort. Robbo, I think the choice of DX vs OGL goes a little beyond...
Would the following answer your query?
struct cube
{
int x;
int y;
int z;
};
cube* MakeCube ( int X, int Y, int Z )
Puecker space seems great but way above my level in maths. Staying with 3d math I run 5% faster than with V-man's 3d to 2d conversion code. Any ideas to optimise this?
[This message has...
Congrats Marcus, you're now on par with Mark Kilgard and the others!
Actually I looked at GLFW and it seems great. I particularly like the fact that glfw apps do not require a dll to run. You...
Hi, I realise this is a real newbe question but I've been using GLUT for some time now and have never heard of CPW and GLOW. What do they do?
http://www.theregister.co.uk/content/54/23708.html
I think that about says it all. Nothing is confirmed as yet.
So whats the problem?
here's my code:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLightfv(GL_LIGHT0,GL_POSITION,lPosition);
glPushMatrix();
glLoadIdentity();
gluLookAt(pt0.x, pt0.y, pt0.z, pt0.x + lx,...
I think a Q3 level is about 40'000 triangles, but most are occluded at any one time and many are simplified with lod procedures.