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Type: Posts; User: McLeary

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    Restrict OpenGL to core functionalities.

    I take a look at the forum but didn't finding anything about it. In the learning process of OpenGL many tutorials use OpenGL 2.1 (glBegin, glEnd, etc). Is there a way to restrict the available...
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    Re: What kind of VS' templete should I use?

    In fact, I remember some kind of template like this in VS2005, but, even if VS2010 had one, I'd take BionicBytes advice.
  3. Re: Computing Fragment Coordinate in vertex shader

    Take a look at this.
  4. Thread: Type aliases

    by McLeary
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    Re: Type aliases

    Are you sure this was the only reason?

    GL_UNSIGNED_INT is defined as 0x1405 and GL_UNSIGNED_SHORT as 0x1403, both are integers, so sizeof will return 4 for both cases.
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    Re: Spheres and GLSL

    glutSolidSphere deals with the drawing process of a sphere for you. There is no easy way to capture the mesh generated by this function and pass to a VBO. You going to generate your own sphere...
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    Re: glBufferData(GL_STATIC_DRAW) vs DYNAMIC_DRAW

    I may be completely wrong, but I think this extra memory is due to duplicated data that OpenGL may keep in order to be updated frequently. If I was designated to implement this, I would try to do...
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    Re: looking for a simple sphere .obj file

    If you are able to read vertices and normals why are you having trouble on reading the list of indices?
  8. Thread: normal maps

    by McLeary
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    Re: normal maps

    Yes, that is right. I use this library http://assimp.sourceforge.net/ in order to read .objs and compute tangents and binormals. It is easy to use and it is able to import various commons formats.
  9. Thread: normal maps

    by McLeary
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    Re: normal maps

    Try this one.

    http://crytek.com/sites/default/files/sponza_obj.rar
    http://crytek.com/sites/default/files/sponza_textures.rar

    Open the OBJ file in some modeling program (like blender), isolate...
  10. Re: OpenGL 3.0+ context setup in XCode4 using Lion

    I use the same code for both windows and mac (of course, checking for OpenGL version) and the context setup is pretty much the same.

    I think XCode has nothing to do with the context setup since it...
  11. Re: polymorphism / global variables in glutDisplayFunc

    GLUT is not bad to use. All that Alfonse Reinheart was telling is that GLUT is better for build demos, since it is easy to setup and provides an OpenGL context with a ready-to-draw window. The...
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    Re: Multiple thread using OpenGL

    Try the method FloatArray.wrap()

    http://docs.oracle.com/javase/1.4.2/docs/api/java/nio/FloatBuffer.html#wrap(float[])
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    Re: Mipmap and GLSL question

    thank you very much, this was the answer I was looking for.
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    Mipmap and GLSL question

    I have a quite simple question about using mipmaps and glsl. Just for the record, I never used mipmaps before, but I need to use in my project since I have a quite big textures.

    I already know how...
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    Re: GLSL compile error

    In fact, if you had change to version 150 it will recognize in and out keywords. The problem is that this version is not supported by snow leopard.
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    Re: GLSL compile error

    Just change the first line from #version 120 to #version 150.
    in and out are not defined in GLSL version 120

    The problem is that you are using GLSL under Snow Leopard, which does not support GLSL...
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    Re: glUniform1f need to be called every time?

    Usually when one use an uniform variable wants to change its value at least every rendering call, thats why you are going to see uniforms being set every time. If one does not want to change its...
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    Re: Framebuffer Bind Problem

    Ok, looks like I miss a post where this problem was reported

    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=234319

    Should I delete this post?
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    Framebuffer Bind Problem

    I am having some problems with Framebuffer Objects. Maybe I am missing something. Hope you guys can help me.

    I need to render an image to a framebuffer for later use. In order to check if...
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    Re: Drawing many user facing objects

    Take a look at glRasterPos function

    http://www.opengl.org/sdk/docs/man/xhtml/glRasterPos.xml

    You define the position in 3D to raster something, and OpenGL will take care of visibility for you.
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    Re: capture opengl scene

    jpg and png are complex file formats, you gonna need some library to export to these formats.

    You can get a OpenGL frame using glReadPixels. Node that glReadPixels gives you raw data. If you need...
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    Re: Point primitives & clipping

    AFAIK, points primitives aren't big enoght so they cannot be represented by it's position.

    Alfonse is referencing the OpenGL specification
    ...
  23. Understand how visual effects are possible on Mac

    Today I was talking with a friend about OpenGL 4 API and how things changed. For example, glBegin and glEnd are deprecated, the fixed function pipeline was removed and we need to do all the...
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    Re: Sphere and texture rotation

    I'm not sure, but I read somewhere that glutSolidSphere didn't generate texture coordinates. Try glutSolidTeapot(), I'm sure that the teapot have texture coordinates.
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    Re: Moving a ball in a labyrinth

    First, you need a little bit of knowledge in physics. Second, I don't anyone in here will answer, it is a quite vague question.

    How much knowledge do you have about the physics involving your...
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