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Type: Posts; User: airseb

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  1. Replies
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    Re: link errors with visual C++ 2005 pro

    i have reinstalled visual and now it works
  2. Replies
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    Re: link errors with visual C++ 2005 pro

    i'm sorry but i have removed gl.h and glext.h and still don't work (same errors)
  3. Replies
    8
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    1,498

    Re: link errors with visual C++ 2005 pro

    i'm sorry but i have removed gl.h and glext.h and still don't work (same errors)
  4. Replies
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    Re: link errors with visual C++ 2005 pro

    it don't work :-(
    i do that :
    #include <windows.h>
    #include <stdio.h>
    #include <iostream>
    #include <stdlib.h>
    #include <fstream>
    #include <math.h>
    #include <string.h>
    #include <gl/glew.h>
  5. Replies
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    Re: link errors with visual C++ 2005 pro

    i have tried but i always have errors
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    link errors with visual C++ 2005 pro

    Hi,
    i have these errors with visual C++ 2005 pro :

    c:\program files\microsoft visual studio 8\vc\include\gl\gl.h(125) : warning C4005: 'WINGDIAPI' : macro redefinition
    c:\program...
  7. Re: problem to make environnement mapping (not resolved)

    ok thanks
  8. Re: problem to make environnement mapping (not resolved)

    i would need a little more help for my problem :
    i looked here http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=11;t=000238#000000

    and i don't find why my matrix rows...
  9. problem to make environnement mapping (not resolved)

    Hi,
    I have a grey background under shader designer.
    this is the shader :

    vertex shader :


    varying vec3 refletedVector ;
    varying vec3 normal ;
  10. Re: is it possible of making HDR on a x700 or x800 graphic card

    ok thanks :D
  11. is it possible of making HDR on a x700 or x800 graphic card

    Hi,
    All is in the title.
  12. Replies
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    problem with per fragment lighting

    Hi,
    I have a program which lights perfectly a mesh (divided in 3 parts) with a per fragment lighting (with GLSL). The problem is that when i had a plane behind the mesh, this plane and the mesh...
  13. Re: separate problems with buffer objects and glDrawArray

    thanks, otherwise i have add glNormalPointer and removed glIndexPointer (i believed it was something else that it is really), i have put GL_ELEMENT_ARRAY_BUFFER in all glBindBuffer except for...
  14. Re: separate problems with buffer objects and glDrawArray

    thanks i'll try it, but can you tell me what is a "mapped buffer object" ?
  15. Thread: glTranslate

    by airseb
    Replies
    4
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    163

    Re: glTranslate

    Hi,
    can you say a little more about your question ?
  16. separate problems with buffer objects and glDrawArray

    Hi !
    i have two problems :
    1. my implementation of VBOs don't work with glDrawElement or glDrawArray (my program works with glDrawElement without VBOs)
    2. with or without VBOs, glDrawArray don't...
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    Re: do i have a performance problem ?

    ok thanks guys, i'll try this.
  18. Thread: multi pass

    by airseb
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    Re: multi pass

    up
  19. Replies
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    do i have a performance problem ?

    Hi,
    I have made a .3ds loader which load a mesh with about 100000 polys or vertices (i don't remember sorry, but it's for that you have an idea). I render this mesh with glDrawElement and back face...
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    Re: my program crash when i use shaders

    i thought it was because my drivers' version is opengl 1.5 and not 2.0 like on the pc where the program works but somebody told me it wasn't.
    On the first pc where the program works i have 512 Mo of...
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    my program crash when i use shaders

    Hi,
    my program works well on my radeon 9600 but when i execute exactly the same code on my mobility X700 the program crash when a load, compile,... a shader. If i put in commentary the line which...
  22. Re: need help to understand maths of parallax bump mapping

    thanks for your answer ! (i didn't come here for several days)
    but i don't understand something :
    {0.0, 0.01} + -0.01 = {-0.99, 0.0}

    0.0 -0.01 = -0.01 so why -0.99 ?
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    Re: cel shading : my model appears in black

    it seems that it is a problem with renderMonkey cause when i set the texture as a 2d texture it works, nevertheless my texture has a height of one.
  24. Replies
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    cel shading : my model appears in black

    Hi,
    The code is very simple and i don't understand why it don't work :
    i use a 1d texture for the shading, and there aren't any error at compilation (i use renderMonkey 1.6)

    the vertex shader ...
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    Re: why use tangent space for bump mapping

    thanks too ! ;-)
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