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Type: Posts; User: Meanz

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  1. Replies
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    Thank you for the quick response. Your answer...

    Thank you for the quick response.
    Your answer was what I feared though.
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    Element Buffer Object confusion.

    Hey there, so I have been searching a while on the great interwebs.
    Yet I haven't found my solution.


    The problem is that I have three arrays of data, a buffer of vertices, a buffer of normals...
  3. Thread: Triangle Lists

    by Meanz
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    532

    Re: Triangle Lists

    Again, I verified the numbers already.
    So if you're saying triangle lists are not the cause of this, then I screwed something else up.

    Anyways that was a confirmation so I can narrow it down ^^
    ...
  4. Thread: Triangle Lists

    by Meanz
    Replies
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    532

    Triangle Lists

    I am encountering a weird problem.
    I am drawing triangles with triangle list, my goal is to create some sort of terrain.

    I have divided the terrain into squares, each square having four corners,...
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    Re: Storing Geometry indices

    Sincerely thank you.

    This was a really good and informative reply, and it opened my eyes.
    I never thought of it that way. Ehh I guess I got a long way to go.

    Edit:
    Do you mind explaining the...
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    Re: install Opengl in windows 7

    You can run dxdiag from the command console, and then choose display and look at the Drivers Version field, and then compare that version with the latest version available from your graphics card...
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    Storing Geometry indices

    Hey folks.

    I am having a few problems that I can't resolve on my own.

    1.
    I have a default shader for each of my Geometry objects.
    A geometry object in my case is a vao with vertices, texture...
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    Re: Constructors and deconstructors

    Thank you for your responses. It did turn out that my opengl context was not bound when the opengl objects were destroyed.
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    Constructors and deconstructors

    Hey there, I am having this issue understanding how the data flow of opengl works, I couldn't find any information on google either. So again I am coming to the opengl forums.

    This is a basic...
  10. Thread: VBO organizing ?

    by Meanz
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    554

    Re: VBO organizing ?

    Just what I was looking for, thank you =]
  11. Thread: VBO organizing ?

    by Meanz
    Replies
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    554

    VBO organizing ?

    Well hello there,

    I have a VertexBufferObject, and I also have 4 different arrays.
    The four different arrays are
    Vertices
    TexCoords
    Normals
    Colors

    My problem is that I want to store them...
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    Re: Simple math problem.

    Thanks for replying,
    Yeah after the champagne I realized that basic vector math's would easily give me the answer, I got no idea why I forgot about it.
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    Simple math problem.

    Hello, I am having some issues, for some reason my brain won't connect.

    I have a tile as shown on this image
    http://img13.imageshack.us/img13/595/coordfailure.png

    I want to divide this tile...
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    Re: VAO, VBO acting strangely.

    Thank you.

    I corrected my code,

    in the init after I compile and link my shaders.

    I "use" my shader program and query the uniforms.
    Then I "use none", and buffer my geometry.

    This is my...
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    Re: VAO, VBO acting strangely.

    Alright, I managed to make the shader draw textured geometry.
    But now I want to add 2 samplers to the texture, so I can mix the images.

    My init code


    worldData.addTexCoord(0.0f, 1.0f);...
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    Re: VAO, VBO acting strangely.

    So I assume you are saying that I should use a shader to define the behavior of my rendering?
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    Re: VAO, VBO acting strangely.

    I would hate to create a new topic just for this, so I hope the community is observant and reads this post too.

    I am trying to implement texture coordinates into my VAO / VBO solution.

    Earlier...
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    Re: VAO, VBO acting strangely.

    Damn, how did I miss that ;)
    I honestly believed the parameter was for "how many vertices per unit" for instance for quads it would be 4 and for triangles it would be 3.

    Thanks alot ;)
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    VAO, VBO acting strangely.

    Just announcing theese functions

    VBO

    GLuint create() {
    glGenBuffers(1, &vboId);
    return vboId;
    };
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