Also,
http://www.darwin3d.com/gdm1999.htm#gdm1099
Type: Posts; User: paolom
Also,
http://www.darwin3d.com/gdm1999.htm#gdm1099
Very simple answer. (really I think this would be more appropriate in Beginner's Forum)
Remember to enable/disable GL_TEXTURE_2D (or whatever) for every active texture unit.
Here I go with an...
Also, don't forget your GL_LIGHTING state.
When lighting is enabled the texture is modulated by the glMaterial color properties, instead of glColor values.
A solution could be to render off-screen and then use glCopyPixels to get the pixels on the framebuffer.
About the black holes, they could be dangerous... eat up your computer... ...
can you report the full bibliography for the Real-Time Rendering book
You can choose to do spherical linear interpolation, instead of linear interpolation. That was explained in an article by Jeff Lander (I think) of GDMag.
Found on the GDMag archives.
Apparently, the light position is in the object space of the cylinder, so it's being transformed by the modelview.
Also, remember to update the spot direction (it is transformed by the inverse of...
...delete??
You mean "not render"!
Simply, have a boolean flag for each object (1 for echo, 1 for symbol), and draw the objects for which the flag is enabled.
So to "delete": set appropriate flag...
dmy: basically, glColor and glMaterial are equivalent in this case.
You'll use glMaterial if you have GL_LIGHTING switched on; otherwise glColor. Obviusly with glMaterial you have much more...
Take also a look at octrees. They're a hierarchical data type used to partition the 3d space. You'll find infos on them at Gamasutra and flipCode.
mmh... can't figure out
I think it's time to see some code
Could it be that the wall is back-facing?
check out the face normal, and the material for the back face.
Another thing: do you mean that the left wall remains in shadow when you look in its...
Any buffer can be used, as long as you can create a rendering context for it.
i.e. OGL is not intended to provide support on buffer management, so it depends strictly on the windowing API.
Take...
I think you could try out a different approach: selection buffer.
As I could understand, you need to detect the object on which the user clicks the mouse button. The best way to go for this, is use...
ops.. this was for dmy...
Sorry, I am Paolo, but I think I could help, anyway.
So actually you are capturing the *screen*, kind-of. I mean you are capturing physically what is seen by the user in...
The problem could be the precision of the Z buffer. As I read in another thread, the zbuffer must span across the z-range (from nearz to farz), so when zbuffer has few bits the z-fight conditions...
Minimal steps:
Create the display callback
- glutInit
- glutInitWindowSize
- glutInitDisplayMode
- glutCreateWindow
- glutDisplayFunc to set the callback
Now you have an active GL...
[/B]
Obviously. If you don't push the matrix you are transforming by the same matrix of the camera.
There is quite a lot of confusion in this argument. Let's try to clarify things.
Plane is the...
Are you using detonator 5.08?
I heard of many people having frequent crashes, also with Intel processors.
I am an italian student, and use gluProject (I assume you were asking for how to do it in OpenGL http://www.opengl.org/discussion_boards/ubb/smile.gif).
1) Get current viewing matrix, projection...
Yes, you do not use glBitmap for texturing.
I assume that you want to do procedural texture maps... at least this is what I can guess from your post.
There is alredy some thread around these...
I just did a small program, using DirectX+OpenGL
What I use DirectDraw for, is switching video modes. I think it's not possible to create a DDraw surface and attach a GL rendering context; at least,...
This is not clever... I too had my bad times, randomly trying some solution on my code... some time ago, but then if it worked, I never could understand what was the real solution.
So, I suggest...
Ensure you call glSelectBuffer before entering feedback mode.
Actually, I can't see the call here in your code.
Recently, on OpenGL.org appeared an headline about OpenRM. It's an open source scene graph library developed by an expertised commercial company. In facr, they released OpenRM under GNU LGPL, so I...