You can use RealVNC or similar to get a real OpenGL context remotely. RemoteDesktop only offers the "Generic GDI" context as you suspected. I typically only RD to start the VNC server...
Type: Posts; User: Cyranose
You can use RealVNC or similar to get a real OpenGL context remotely. RemoteDesktop only offers the "Generic GDI" context as you suspected. I typically only RD to start the VNC server...
Boris, I don't see anything obviously wrong with the code, though I don't know what's in those custom functions you call.
As for Zengar's suggestion of rendering into the back buffer only, it's...
The main reason you'd want to draw in XOR mode to the front buffer is the buffers aren't flipping as often as your rubber band can move. It's legitimate to do so if you want to idle the 3D rendering...
or 3) sort objects by the most expensive state changes (may be the texture bind, but could be program bind, lighting on/off, etc..) and don't change that state until you have to.
#2 improves on #1...
Think about it this way. If you tried rendering the actual viewing frustum, the rendering process would wind up with a unit cube in screen space, each side of the cube lining up with the viewport's...
Angus, please, when I was talking about using 3-4 projectors and inverted CAVE rendering, I thought it was clear enough that those projectors would be cube-face aligned, as with the original CAVE.
...
virtual mass, aside, I expect you'll have serious brightness issues from one projector on the more oblique surfaces as well. Your real cube material will need to be very rough to scatter light from...
gluPickMatrix is meant for rendering in selection mode, I believe. I don't see why it wouldn't work normally, but who knows? Can you try rendering without gluPickMatrix and just using scissoring?
...
I'm going to take a wild guess.
When you say "a white triangle blended at 50%," I'm guessing your triangle is white, 50% transparent, and more importantly, rendered with flat shading turned on....
You can check the magnitude of the cross product in the method I suggested. If it's too small, the bones are close to parallel. In that case, or in general, you can use what I _think_ k_szczech...
Yarp, mfort is correct that the set of all perpendicular vectors to a given input vector forms a uniform perpendicular disc, not a single vector.
But your case is special. In the case of bones,...
Jorney, the best approach is to download the GLUT examples. I found the FreeGLUT implementation and examples to work well for this. You'd compile FreeGLUT or install the binary, and then work on...
I think I understand the point of the discussion. And the C++ spec is frankly irrelevant, since you don't use a spec to compile your program...
The question is whether there are actual compilers...
I step away for a day and miss all the fun...
You guys are making this way too complicated. In the example I posted, there is a union of structs:
union {
struct {
T...
There is a safe way to do what you originally wanted, and that's to add a cast-to-float-pointer converter. Doing this always finds the right memory offset for your members and avoids the problems...
Assuming you're not talking about morphing or walking the perimeter of the rectangle into/as an ellipse, it works pretty much as I described, with one more step.
If you take any given point and...
There are lots of ways to do this. The simplest in OpenGL is to draw a circle of radius 1 (optionally inscribed in a -1,+1 x,y unrotated square) with a transform scale and rotation applied that...
Okay. I wish I had time to try some benchmarks with you. This is a big design issue for me too, but I'm mired in other stuff right now.
The thing I'd try next, in case you also want to give it a...
Just curious: is your VBO data static, dynamic, or streamed? If it's not static, I'd suggest trying it for comparison at least.
I'm also wondering what impact, if any, interleaved vs. non has on...
Quaternions do behave a bit strangely from what people are used to. Using a single quaternion to deal with wrapping issues is somewhat hard.
There are two things you might do to simplify your life...
Yes, that's the simplest way to "get rid of" client arrays with minimal changes to your app.
This may not be immediately faster than old client arrays, but it shouldn't be any worse. AFAIK,...
By "single VBO," I was aiming more along the lines of putting all of the text you're going to draw in one big static VBO. I get the sense Korval would recommend something similar, but maybe using N...
Nothing says that an array of GL_QUADS in a VBO need to appear in array order in screen-space, or that you need to draw everything in a VBO at once or at all. You can split up your text-quads into...
Yes, not "loaded" as in resident, but in quotes to represent a virtual state, in this case, using the GL-ID of a pre-loaded stand-in or one of the lower-res MIP levels instead of the texture you want...
Out of curiosity, are you binding most or all 3k textures each frame and only seeing the usual 150 of them? Or do you have some spatial testing before binds?
[note: In responding, I'm assuming...