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Type: Posts; User: JML

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  1. Thread: OpenGL extensions

    by JML
    Replies
    1
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    139

    Re: OpenGL extensions

    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...
  2. Thread: Weird Problem !!!

    by JML
    Replies
    4
    Views
    232

    Re: Weird Problem !!!

    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...
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    Re: How can I use more than eight lights??

    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......
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    1,332

    Re: extension string rules

    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...
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    145

    Re: Problem with depth-testing

    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...
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    145

    Re: Problem with depth-testing

    Silly question: do you actually have a depth buffer?
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    5
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    204

    Re: Background scrolling of rendered landscape

    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...
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    Re: first person shooter - tips needed

    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...
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    265

    Re: first person shooter - tips needed

    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...
  10. Re: Why "Invalid enumerant" when checking for texture shader consistency on GeForce3.

    Jonas, are you sure that shouldn't be glGetTexEnviv?

    HTH
    Jean-Marc
  11. Replies
    2
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    179

    Re: Camera image behind an Inventor model?

    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...
  12. Thread: Texture problem

    by JML
    Replies
    3
    Views
    172

    Re: Texture problem

    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...
  13. Thread: Flushing

    by JML
    Replies
    3
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    366

    Re: Flushing

    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...
  14. Thread: ZBuffer problem?

    by JML
    Replies
    10
    Views
    491

    Re: ZBuffer problem?

    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,...
  15. Thread: Point Lights

    by JML
    Replies
    1
    Views
    85

    Re: Point Lights

    Check out the documentation for the glLight() function call:


    HTH

    Jean-Marc
  16. Replies
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    112

    Re: surface with opengl

    The max order is implementation dependent and can be queried with
    glGet with argument GL_MAX_EVAL_ORDER

    HTH

    Jean-Marc
  17. Replies
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    1,328,614

    Re: Could not load OpenGL subsystem

    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
  18. Replies
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    Re: What the hell is the pbuffer?

    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...
  19. Thread: Lighting Textures?

    by JML
    Replies
    7
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    246

    Re: Lighting Textures?

    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...
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    Re: generating textures

    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...
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    Re: Transparent? very urgent! need help!

    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...
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    214

    Re: Transparent? very urgent! need help!

    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.
    ...
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    Re: OT: Future of Real Time Graphics.

    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...
  24. Re: Perlin Noise? - How simple is it ?? or should I say complex???

    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...
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    Re: GLUT INITIALISATION HELP!!!

    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
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