Aside from whats being said already:
At the time you call glReadPixels() nothing may have drawn so far.
A glFinish() before the glReadPixels() may come in handy.
Type: Posts; User: Honk
Aside from whats being said already:
At the time you call glReadPixels() nothing may have drawn so far.
A glFinish() before the glReadPixels() may come in handy.
If you are asking about how to do this in OpenGL, you should ask this in the "OpenGL coding: beginners" board this is the end user board.
Its depends. If you want to change the pixelformat before you upload it as a texture to the GPU, I would let the GPU/driver do the work since todays GPU's are good in data swizzling.
If you mean...
Your question is a bit vague. You mean draw arbitary 3d objects with OpenGL?
You could define the verticies by hand or formula and feed them to OpenGL using the immediate mode, a displaylist or a...
The order in which you include header files is important.
So make sure you include windows.h (you need that) before any of the opengl headers.
Like this:
#include "windows.h"
#include...
Interessting but there is no need to talk down to me like that.
What I said is still valid:
I tried to use SUPPORT_GDI in the past (back in the days when the GF1 was still king of the hill)...
I fully agree.
There are only two sane ways to mix GDI and OpenGL.
Either by specifing the PFD_SUPPORT_GDI flag but you will loose hardware acceleration because this will force software...
If you want to do the way GLUT does, I suggest you grab the GLUT sources and check them out.
Grab them right here: http://www.xmission.com/~nate/glut.html
Ahhh "Remote Desktop"... No you cant do anything, its either a display driver or Windows related problem.
The former is more likley though.
And dont forget to enable blending as well...
Maybe I misunderstood your question but:
If you dont want to redraw everything simply dont clear the colorbuffer, this way your colorbuffer will be updated in a incremental fashion.
Not quite right. By picking an non-accelerated pixelformat he will be forced into software rendering (aka the pesky MS implementation) which
doesnt support this extension and hence...
First: Forget the SiS, its a piece of crap.
Second: This isnt really the right place to teach you how to use compilers/linkers/makefiles or C/C++.
However if you have specific questions/problems...
First: Forget the SiS, its a piece of crap.
Second: This isnt really the right place to teach you how to use compilers/linkers/makefiles or C/C++.
However if you have specific questions/problems...
I think he has written a program and wants to figure out the amount of the video memory the system has where his program is running on.
I could be wrong though because the sentence is not very...
Its been said in the advanced board already:
void glutShowWindow(void);
void glutHideWindow(void);
void glutIconifyWindow(void);
Hmmm not sure if I understood you correctly but could it be that you dont clear the colorbuffer?
Candy if you mean a visible gap between your landscape and the skybox I sugesst fogging where the fog color blends into the skybox texture.
What I dont understand is, when you are already drawing the model you must have the texture coordinates?
Anyway you can tell 3dmax to save the tex coords into the .3ds file and just use them or am...
1.) vertex & fragment shaders are available for quiet some time now for ATI as well as Nvidia.
2.) GLSL is build on top on vertex/fragment shaders.
3.) 3DFX went bust approx. 3 years ago. Where...
The problem is still the same: limited z-buffer precision.
The best solution is to make sure that the terrain intersects with the water at an angle no less then 20 degrees.
At least it worked...
What do you mean? Do you recalculate your texture coordinates every frame?
Perhaps you can deliver some more details and we may be able to give you some pointers into the right direction.
The...
With glutReshapeWindow() and glutPositionWindow() of course.
Why does nobody read manuals anymore?
Sounds cool!
I dropped the glu tesselator a long time ago because it was to slow and awkward but I would like to test your version.
Regards.
ALT-Tabbing in fullscreen applications is a delicate problem. Its no suprise that most OpenGL fullscreen applications (read games) disable ALT-TAB in the first place.
I once had to that and is was...