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Type: Posts; User: chennes

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    Anti-aliasing sample distribution

    I was hoping to find a table of values similar to the one in the red book for antialiasing jitter values, except one that used a more random distribution fo points. I think that a gaussian...
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    Re: Duplication of Complex Models

    Now that I think of it, the limit is probably more along the lines of a memory limit than a constant number (though maybe sizeof(int) or something like that).
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    Re: Duplication of Complex Models

    There is a maximum number of display lists, which I am sure there is a function to query (it's implementation dependant, I believe), but you'll probably never hit it. Besides, from your original...
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    Re: Can i have an explanation of glRotatef()?

    I think the confusion is a misunderstanding of the last three parameters to the function:



    In this function, (x,y,z) is defining a vector to rotate about. So what (0,1,1) is saying is rotate...
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    Lighting/Normals help

    First, the problem: I calculate and normalize a set of normals for an object, then draw the object with these normals. Works great. However, as I zoom in on the body it becomes "washed out", i.e....
  6. Re: The proper way to average and render with normals

    In addition to what cragwolf said, I also check the angle between the normals before blindly averaging them - if it above a certain threshold (I use 45 degrees) I don't average those normals. This...
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    Re: Looking for the lighting culprit

    I don't think the direction of the light is the problem (although at this point I'm not ruling anything out!). If the light direction changed I would expect to be able to see that as I zoom in....
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    Re: Need for API functional source code

    DonDan-

    There is an opensource library that implements the OpenGL API - it is called Mesa, and can be found at http://www.mesa3d.org . Alternately, if you are running Linux, it is probably...
  9. Re: Converting LOCAL coordinates to WORLD coordinates - How do I do it?

    I'm confused by your question, I think. You want to display list your drawing - that is the end goal, right? If that is what you wnat, then the coordinate conversion is unneccessary. Put you...
  10. Thread: glortho ?!

    by chennes
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    Re: glortho ?!

    You are calling glOrtho to set up your view, and are immediately destroying it with your call to glLoadIdentity - reverse the order of your calls and see what you get.

    Chris
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    Re: Looking for the lighting culprit

    My scaling is uniform.

    Thanks,
    Chris
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    Re: Store 3D image bitmap after rendering

    the OpenGL.org FAQ page is a good place to look for info like this. For your particular problem, try:
    ]http://www.opengl.org/developers/faqs/technical/miscellaneous.htm#misc0050

    [This message...
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    Re: Looking for the lighting culprit

    I can e-mail a set of images to anyone who wants to see - click on the e-mail symbol above to get my address and drop me a line.

    Chris
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    Re: Looking for the lighting culprit

    Directional (infinite viewer type). Pixel shaders aren't really an option - I have to support pretty old hardware. I'm not clear on how GL's per vertex lighting combined with my ortho projection is...
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    Re: Looking for the lighting culprit

    No- it's an orthographic projection - I'm using glScale().

    Chris
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    Re: Looking for the lighting culprit

    Nope - modelview for all the transforms.

    Chris
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    Re: Rendering to pixmap fails

    Oh, and another thing- as I was re-reading this thread, I noticed someone mentioned backbuffers for offscreen rendering. Don't do this. The back buffer is not really an offscreen context. It can be...
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    Re: Rendering to pixmap fails

    I had exactly the same problem - it turned out to be a bit-depth issue. The pixmap that the X server was giving me was a 32-bit pixmap, and the visual that glXGetVisual was selecting had a different...
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    Looking for the lighting culprit

    I have a scene in which I have a polygonal model. It is lit with a single directional light source which moves with the viewpoint. I have GL_NORMALIZE enabled (it's GL 1.1). For...
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    Re: Problem which Color in 3d object

    As mikael_aronsson pointed out, it's important to knwo whther or not you are using lighting. I'll answer as assuming that you are...

    You should probably use glEnable (GL_COLOR_MATERIAL) - that way...
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    Re: Offscreen rendering into a Pixmap

    Zico-

    Thanks for the response - which feature are you referring to? I figured out how to share the lists across those types (I'm not making any calls directly to glx - that's why I couldn't figure...
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    Offscreen rendering into a Pixmap

    I need to do some offscreen rendering into a pixmap - I need this pixmap's rendering context to share display lists with my onscreen rendering contexts.

    I am using gtkglarea-- for my onscreen and...
  23. Thread: Lighting

    by chennes
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    Lighting

    I'm having some probelsm getting my lights to behave the way I want then to.

    I want to use a directional light source, shining directly away from the viewpoint at the scene. What location do I...
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    Re: Blending issues.

    Binary Space Partitioning (Tree). It's a data structure used to do front-to-back drawing. Try Graphics Gems V pp.121, or search this forum - there are about a trillion references to it.

    Chris
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    Blending issues.

    I have a complex (and non-static) scene - there are typically many objects, some of which are varying levels of transparancy, some of which are opaque. I'm having problems with my blending.

    I...
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