AFAIK, at least on windows you have to use GetProcAddress even for extensions that are incorporated in OpenGL version 1.2, 1.3 or whatever. That is because the opengl32.dll that is supplied by...
Type: Posts; User: JML
AFAIK, at least on windows you have to use GetProcAddress even for extensions that are incorporated in OpenGL version 1.2, 1.3 or whatever. That is because the opengl32.dll that is supplied by...
Take a closer look at your glOrtho setup.
IIRC you should do a very small translation in the x and y direction ( 0.5, 0.5) or (0.375, 0.375) to make sure your OpenGL coordinates will correctly and...
Another thing to consider is: WHY would you want to use more than 8 lights to light a single primitive?
If the answer is: just so I can set up all my lights and draw all my geometry in one go......
Just my .02:
If driver writers want to keep existing software working without changes, they should only increase the API/signature/footprint of the driver, not decrease it. That means that they...
Requesting capabilities is platform/implementation dependent. Are you on win32 or unix (X-windows)? Do you use a toolkit to handle your window-management?
Determining the capabilities is also...
Silly question: do you actually have a depth buffer?
Well, in general in OpenGL everything is redrawn each frame.
Perhaps you can tile the background and map it to a set of quads/tristrips that are properly culled when not visible.
Or you could...
dd,
Is your camera 'looking through' the bounding sphere (i.e. when looking forward: is the camera at the back of the bounding sphere?)?
If not, then sure, you will get near-plane clipping as the...
dd,
I think you have to make sure that the near-side of the frustum is inside the bounding sphere of the character. That should prevent clipping of walls against the near plane as long as the...
Jonas, are you sure that shouldn't be glGetTexEnviv?
HTH
Jean-Marc
Björn,
After clearing the screen, draw the background image first, with depth buffer writes disabled. Then, after enabling depth buffer test and writes, draw the rest of your objects.
Also make...
And if amerio's reply doesn't help, check your mipmap/filtering settings. If you do not supply/generate mipmaps, make sure you use GL_NEAREST or GL_LINEAR as your GL_TEXTURE_MIN_FILTER minification...
Gavin,
Both the FRONT and the BACK buffer are undefined for areas that are off-screen or obscured by other windows.
To have absolute guarantees that glReadPixels will return the actual results of...
Kaysoft,
If you want to have all your drawings from the ortho view in front of the drawings done in the perspective view do this:
1. clear screen (color and depth)
2. setup perspective view,...
Check out the documentation for the glLight() function call:
HTH
Jean-Marc
The max order is implementation dependent and can be queried with
glGet with argument GL_MAX_EVAL_ORDER
HTH
Jean-Marc
You don't need the .lib file to run OpenGL games and programs. The .lib is for building games/applications. Just the .dll is enough.
HTH
I have no real experience with them yet, but from what I've seen pbuffers (indeed pixel buffers) are non-visible rendering areas that can be hardware accelerated.
They can be used to generate...
Hi Sepiroth,
Seeing objects that represent lights isn't the same as having actual lights. For example, a decorated christmas tree may show 200 lights, but noone is going to render a scene lit by...
This will put three texture names into the memory area pointed to. That is not what you want, since your texture variable is a struct containing more fields. Either call the glGenTextures three times...
Ok, in that case, perhaps you are experiencing z-fighting.
What are your near and far values? (BTW you do have a depth buffer and have depth testing correctly enabled?)
Are you aware that in...
If by 'look far' you mean they seem to disappear when they are moved further away from the camera, you should try to increase the 'far' value in your call to glOrtho, glFrustum or gluPerspective.
...
The big problem with ray tracing is that you need access to the entire scene in order to make accurate calculations for all refraction, reflection and other stuff. This places a very heavy burden on...
In CG (and many other fields) there is often a requirement for unpredictability to make scenes/textures etc. more interesting to look at.
However, using plain random number generators creates too...
If you are not using any command line parameters, you could call the glutInit inside your C routine with fake parameters: argc = 0, argv = null.
HTH
Jean-Marc