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...
Type: Posts; User: chennes
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...
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).
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...
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...
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....
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...
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....
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...
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...
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
My scaling is uniform.
Thanks,
Chris
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...
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
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...
No- it's an orthographic projection - I'm using glScale().
Chris
Nope - modelview for all the transforms.
Chris
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...
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...
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...
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...
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...
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...
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...
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
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...