1. That is definitely not advanced. Wrong forum.
2. Something like that should do the trick using the fixed pipeline:
glBindTexture( GL_TEXTURE_2D, texture );
glTexCoordPointerEXT( 2,...
Type: Posts; User: tfpsly
1. That is definitely not advanced. Wrong forum.
2. Something like that should do the trick using the fixed pipeline:
glBindTexture( GL_TEXTURE_2D, texture );
glTexCoordPointerEXT( 2,...
OpenGL-ES 2 is actually much closer from a clean OGL API than OGL3 imho. It would actually be a good start, added with some DX10.x features (geometry shaders, float render target with blending and...
I second using your own matrix generation code, and also I recommand not using the matrix stack at all as it will be deprecated in OGL3.
Actually that's not what is happening in your code: you're first rotating around the world Z axis, and then you rotate around the world Y axis.
In Ogl (and all platforms I've seen, thank god)...
:eek: :eek: do you at least know how to program?
1_ Create your file format
2_ Convert Collada to your file format
3_ Load your file in your 3d engine
4_ Render the content of your file
USe FCollada to load the Collada file, and export it in your own file format.
PS: this is a data format question, it is hardly related to OpenGL, and even less to the advanced forum ;)
Mozilla/Gecko may indeed render itself in a raw buffer that you can then upload to a texture. It has been done in a game company I worked for (in D3D, but the principle remains the same).
And nVidia's hardware does. The funny thing is it seems to do that on vao too, or at least the D3D ones: I worked on a game where the nv driver would crash because part of a mesh's vb and ib were not...
Ok... C and Python are just 2 languages. There're not so many differences between the two.
Doing such a distinction is definitely not a professional way. What, braces vs tabs+column? Please! As a...
Oh, yes it can. Shadows are the #1 research-topic in real-time computer-graphics.[/QUOTE]A basic solution. For instance, the shadow can be of a single darkness; also, there's only one light source;...
There are several kind of LOD: on geometry (less vertices, the one you're thinking about), simpler material (faster shader), switching off shadows, replacing several small entities with one...
If you only need full window 3D, no widget and nothing fancy, then SDL is definitely the simplest library to use: http://libsdl.org
Still it won't have a "show/hide this window" feature.
On the...
ZbuffeR:
Spherical harmonics is a way of storing/compressing data/functions that are defined on the surface of a sphere, by storing them as being made up of a sum of spherical harmonic functions....
I haven't tried compiling Collada under Linux before the latest version, and I've read some stl stuff used in Collada would not compile under Linux, (which sounds weird as stl is supposed to be quite...
What :eek:
You need to write a single Makefile and the FCollada just compiles fine under Linux. Still that's a shame they do not provide it, I do agree.
I think the following one should do the...
The Wii can be seen as just a overclocked Gamecube. It has a OpenGl's fixed pipeline like api. So many calls look the same after a s/gl/ngc/ regexp ;) The main differences I saw are on the...
Could be, I cannot tell.
He was working on the implementation of the gl fixed pipeline on the recent cards (R580 and +), generating VS and PS on the fly, and maybe on some more.
Well in my previous game company, I worked with an engineer which was previously working on the OpenGL part of the Ati drivers. When we worked on the 3D engine, he just told that explicitly using...
That's what their heuristic has to determine: if it will change the game visually, or it it will slow it down. The case of a texture uploaded each frame is easy: for example compress it the first...
The decompression algorithm is quite simple and easy to implement. It's definitely a no cost. On the other hand you save much by having bigger chunks of texture in the texture memory cache.
Just...
That's done in the X and GLX libs & drivers, you have nothing to do to enable this.
Methods of rendering soft shadows are : several shadow volumes : render several time the stencil shadows while moving a bit the light source. Quite slow render a shadow volume in a texture, and blur...
That's blurred shadows, not soft shadows ;)
Or even simpler : put your main function in the megashader file, and include it in your shader file, preceded by several defines :
#define USE_PHONG_LIGHTING 1
#define USE_TOON_LIGHTING 0
#define...
What you want is the equivalent of D3D's shader linker. Which is a bit usefull, but which has several bugs.
An example of use is when you merge several subprograms in a vertex shader :
the first...