The problems you get by putting transformations in the projection matrix that "should" go in the modelview matrix is related to those things that depend on the modelview matrix but not the projection...
Type: Posts; User: Bob
The problems you get by putting transformations in the projection matrix that "should" go in the modelview matrix is related to those things that depend on the modelview matrix but not the projection...
But that is nothing more than a "router" of the calls to the driver. Same as it was on XP.
[/QUOTE]
It is a fully functional implementation. So without additional drivers installed, you can still...
That's something different. The missing "was meant" from your first post makes, in my oppinion, quite a different to the meaning of it. That's what I was commenting on. That is, it can determine the...
The constants are well defined in that case. The problem is that there is no overload for those functions that takes integers (which is the type of the constants), and parameter conversions exists...
Check the pixel format if you have a depth buffer at all.
Your matrix is transposed. The correct translation matrix is
float t1[16] = { 1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
...
The lighting equation completely overrides the primary color, yes. That means the only way your own primary color can have any effect is if you enable color material, which you have done according to...
GL_REPLACE means that the output of the texture combiner is the the texture color. You need GL_MODULATE to multiply the primary color with the texture.
There are two main places to do the mixing. The blending stage which is what you're trying, and in the texture combiners. First one requires three passes, second one requires one pass but a...
Sounds like what you're trying to do is what you should use the projection matrix for instead. Instead of growing the viewport, you shrink the view volume being mapped to the viewport.
The purpose...
dletozeun, what you say about near and far clip planes are true for perspective projections. For orthographic projections, the values can be anything, except being equal.
The mapping between depth...
Changing default alignment would break existing code assuming four byte alignment by default.
No change in the data is perfectly in line with undefined behaviour, so it doesn't contradict the first point. Reading outside the viewport is not an error, so it doesn't contradict the second note...
I'm not sure I understand what you're comparing here. Comparing GL_LINEAR and GL_LINEAR_MIPMAP_LINEAR when zooming a texture, if that's what you're doing, makes no sense, as the latter isn't even a...
Sure was, I suppose. You're welcome anyway.
The quote was not meningless. Your initial claim was that glOrtho(0, w-1, 0, h, -1, 1) was the correct one. But no matter how you look at it, and no matter how much you try, the projection matrix is...
And the funny thing about it, if you remove the 0.5 offset, you get the following projection matrix: glOrtho(0, w, 0, h). Which is what I have been saying is the correct one all the time.
But as...
And I just noticed that you're drawing lines, not filled primitives. While the theory for the continuous axis I provided is correct and still applies, the rasterization rule for quads I mentioned is...
The misconception and lack of understanding about the rasterization rules employed by OpenGL is, actually, on you here. The coordinate system in OpenGL, which you specify with gluOrtho2D, is a...
If your viewport dimensions are W by H pixels, then the correct setup for the projection matrix is gluOrtho2D(0, W, 0, H). Don't subtract 1 from the width and height.
It's easy to realize that. If...
Backface culling is based on the screen space winding order of the vertices when projected onto the screen. The normal is completely irrelevant to backface culling.
Parameters set with glTexParameter affects the currently bound texture object, and stays with the texture object until changed. That means, in your code, texa will always use linear filtering and...
You have the same value for left and right in glFrustum.
The near and far clip plane parameters defines the distance along the negative Z-axis where you want the clip planes to be positioned. So clip planes at 1 and 3 makes the valid depth range -1 to -3.
If you use zero for near clip plane, the driver probably handles it in one of two cases. Either it reports an error and ignores the command (effectively leaving you with identity matrix), or the...