Because OpenGL is for drawing 3D-graphics and not for calculating antything a 3D-engine needs
Type: Posts; User: DaViper
Because OpenGL is for drawing 3D-graphics and not for calculating antything a 3D-engine needs
with Single Buffer there will always be a flicker, to avoid it you should use quad buffering
greetz
Chris
many possible problems, i can only give you wild guesses without further information
-wrong draw buffer
-probs with swapbuffer
-clearbuffer somewhere were it doesn't belong
hmm no more...
gluProject might help you here
Greetz Chris
DFrey I don't think you are mistaken http://www.opengl.org/discussion_boards/ubb/wink.gif. glClearDepth clears the complete DepthBuffer no matter which value is set.
Greetz Chris
2D coordinates are always defined from the lower-left corner of your viewport.
the back buffer and front buffer store there diferent color values. there is one depthbuffer and one stencil buffer....
int is plattfrom dependend and GLint is not it is always at least 32 bit
maybe the part of code in which you generate and use the texture would be helpful...
I guess you are not doing any push/pop matrix stuf between you tesselation and are not using textures or alpha values. And the setting of your clipping planes are correct. These are some of the...
give some more code pls
hmm I don't understand what blend Functions have to do with blur.
When you are talking about interpolation of color values you might want to set your TexParameters to GL_LINEAR.
...
thx ffish http://www.opengl.org/discussion_boards/ubb/wink.gif
hmmm which one????
don't tell me wgl or glx, theses are not part of OpenGL
I am not sure what you want to change about that. This case will happen in one scene about hmmm not very often. So it shouldn't be a prob.
Chris
hmm ehhh might go and check the NVIDIDA homepage..
glReadPixel(); http://www.eecs.tulane.edu/www/graphics/doc/OpenGL-Man-Pages/glReadPixels.html
Chris
Sorry but I have to say that this is a pretty ignorant statement. If you want to do nothing else than prgramming for windows, than you can just can learn D3D. For everything else you have to use...
Peformance Test:
start timer_1
use glDrawPixel
end timer_1
start timer_2
use Texture Mapping
end timer_2
if timer_1<timer_2 glDraw Pixel is faster
I think gluProject would be the thing to take...
Greetz
Chris
[QUOTE]
Note that zfail is ignored when there is no depth buffer, or when
the depth buffer is not enabled. In these cases, fail and zpass specify
stencil action when the stencil test fails...
OpenGL ist graphics api not a typewriter....
no swapbuffers, wrong draw Buffer, no viewport settings... could be something else too...
Intensity and Color are directly related, so you can't change one without changing the other.
It might help if you would explain exactly what you want to do.
Greetz
Chris
I thnin it has something to do with the weather forecast.... http://www.opengl.org/discussion_boards/ubb/wink.gif
but i think we are straining a little bit OT
greetz
Chris
glDisable(GL_TEXTURE_2D);