In essence, I have an opengl extension I can't use?
Type: Posts; User: roadkillguy
In essence, I have an opengl extension I can't use?
Is GL_ARB_multisample unrelated to number of samples and buffer support then?
As it turns out, both MULTISAMPLEBUFFERS and MULTISAMPLESAMPLES throw that error. GL_SAMPLES appears to be zero. Maybe my system doesn't support it?
EDIT: It has zero in both ns and b throughout...
I see. I didn't know it was an include safety. Either way, given that I have this opengl extension, shouldn't I be able to enable multisampling?
After a bit more research, I'm finding...
So I'm trying to use multisampling to hopefully help some of the jaggedness my application currently has. Unfortunately, glEnable(GL_ARB_multisample) appears to make no difference on my final image....
I guess I kind of solved it by ensuring terrain would be on all sides of the water.
\----/
No, just hide the edges where the quads make abrupt jumps.
To give the illusion of a river-ish thing, I'm rendering a whole bunch of quads, and they're all moving --well, they have the illusion of moving. I'm resetting their x position every time they pass...
I guess I'm going to need to stop editing textures on a laptop because the screenshots vouch for that as well. I know how to edit the hardware settings..
Anyway, thanks for the help.
Hmmm.. that's a good idea. I'll have to try that.
Simply put, I'm making a game. It loads textures, applies fog, all of that stuff. I think I'm finally getting the hang of OpenGL.
My problem, however, is that what I see on one monitor looks...
But the fact that there's blending going on at all means there has to be an alpha value of some sort right? If not, where does GL_SRC_ALPHA come from in glBlendFunc()?
if(z < existing z)
{
...
Is it possible to define a custom z buffer rule? I've been working with transparent polygons and I want it to be so that if a face is to be rendered behind a transparent one, (look in the alpha...