I don't think your transparency is there, black with full alpha is still black. There's a lot of code missing there and I'm going to bet that either your loading function isn't really reading in the...
Type: Posts; User: Omaha
I don't think your transparency is there, black with full alpha is still black. There's a lot of code missing there and I'm going to bet that either your loading function isn't really reading in the...
Did you enable blending and set appropriate blending modes, for example:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Before drawing your texture on the screen?
Do...
States are bound to the rendering context.
Rendering contexts are in turn bound to devices via the operating system's precedents.
Yes, most definitely, that is the only conclusion we can draw based on the informative introduction you have given us to the problem and your accurate summary of the symptoms and your system setup.
He may have "treat warnings as errors" or something like that enabled. However, as stated, yes, the compiler appears to not like that a a symbol defined as a pointer is being passed in a place where...
I'm inclined to think the scissor test may be an easier way?
Not quite sure if it would work properly, though... are you double buffering? That would most likely muck things up.
Do you have backface culling enabled? You're drawing your quad with the vertices in clockwise order, and the default for the front face is counterclockwise. If you are culling backfaces, you can...
Oh man, the "my life depends on this!" assignment post... Haven't seen one of these in a while, guess it's because school just started back up.
Wow, though, I wish my computer graphics class...
I think the simplest solution would be something I think you alluded to in your original post and someone here mentioned and that is padding the 192x32 image to be 256x32, which would be the next...
glTexImage2D performs the actual upload from client memory to server texture memory, or today usually from system memory to video memory, drivers/circumstances permitting.
Short of procedural...
You mention that the buffer is allocated in "Several places," are you sure that when it is allocated prior to a glTexImage2D call that the values of rh and rw do not change?
Do you want an axis-aligned bounding box (AKA AABB) or just a plain bounding box?
Actually, I'm not quite sure what you mean by a camera bounding box. I'll assume that you have in your program...
Yes.
Are you making sure that you always allocate rw*rh*4 bytes for your buffer? You are specifying GL_RGBA for your clientside format.
Technically, no, it's not, but you could argue the drawing part is.
What you need to do is do a little GUI programming. As with everything, there are alot of ways to attack the problem. ...
Call me an OpenGL oldie, but I've never used shader extensions, and I can't remember if you could do a texture lookup in a vertex program... But either way, if you can do a texture lookup in a...
I'll get the easiest reply out of the way: When things start to slow down, then find out why they're slowing down and then attack the problem, not the symptoms.
It jsut doesn't feel right drawing...
I frequently come up with the most elegant solutions to problems that I have, but the cost is always heavy in transformations.
Case in point: I have a rocket that was fired from point A, follows...
Of course once you perform this transformation you just rotate along the Z axis to do the roll.
For billboards I just grab the modelview matrix...
[ m0 m4 m8 m12 ]
[ m1 m5 m9 m13 ]
[ m2 m6 m10 m14 ]
[ m3 m7 m11 m15 ]
...take the upper left 3x3 submatrix as...
[ x0 y0 z0 ]
Go to your average urban sprawl, flash a couple of hundred dollars in front of some homeless guy's eyes, and lure him into the back of a van. Give him a quick shot of morphine, then bust out the...
Remember when you're blending that you are including the existing fragment in the result, thus if you overlap translucent objects you can effectively double your fog coverage.
You don't even need code; just hit printscreen when your application is running and go to your favorite paint program and goto edit->paste.
Voila! Crop and resize and save as desired. Serve when...
I think they are referring to the format and internal_format parameters of all of the glTex*Image* calls.
I'll take that as a single threaded application.
Are you using GLUT?
Please explain more by what you mean about OpenGL drawing commands not working in functions.