Sorting based on primitive is, after all, the painter's algorithm and so of course this problem comes up. It's why z-buffers are used instead; but z-buffers only became practical when using that...
Type: Posts; User: john
Sorting based on primitive is, after all, the painter's algorithm and so of course this problem comes up. It's why z-buffers are used instead; but z-buffers only became practical when using that...
I am just musing, here, but would you need to use a linked list *per pixel*? What about having OpenGL maintain sorted *primitives* that are order dependent (n.b. not all blending IS order dependent)...
Hi,
I am having issues with 8756 drivers and glXChooseFBconfig. It returns a NULL list of supported pixel formats. glXChooseVisual works, though, but that's not the point when it can't support...
Hello,
OK, I've found the answer. For completeness, it is:
http://download.nvidia.com/XFree86/Linux-x86/1.0-8174/README/32bit_html/appendix-w.html
cheers,
John
Hello,
does anyone know how to configure SLi under Linux?
I'm interested in using both cards with SLi, but also in disabling SLi so I can use the two cards independently (ie. localhost:0.0...
Hi,
you'll still have significant problems with latency, even (!?) if you clip the scenegraph on the server and send a subset. While the server is traversing the scenegraph and packing it into a...
Hello,
the reason why the translation is 'called' first, if you like, is because OpenGL *post* multiplies the matrix stack. Here's a simple example using translation and scalking. Suppose the...
Hi,
you're right: matrix operations are NOT commutative (ie. AB != BA for all A, B). OpenGL matrix operations are post-multiplied. For example,
glLoadIdentity();
glRotatef(...);...
An exercise for the reader: take the OpenGL API and remove all the pages in it that relate to C++, and learn from that.
Your common, or garden-variety, OpenGL library exports C symbols; there is...
> But what's the link with GL ?
glBegin(GL_TURTLE);
glVertex2f(0, 0);
glForwardf(100.0);
glRotateTurtlef(50);
glForwardf(50;0);
glEnd();
// etc.
Hi,
since your eyes are actually focusing on the computer screen, you need to model your virtual cameras as focusing on some plane in world space. Consequently, any point in world space on the...
Hi,
that's not the bottleneck---that's the SYMPTOM of the underlying bottleneck.
Ergo, further investigation is required!
cheers
John
Hi,
you need to create an object named hInstance. If I was a betting man, I'd guess you'd want to declare it in your WinMain prototype, like so:
...
this is an Np-complete problem...
and for extra marks, "how long is this piece of string"?
The answer is, of course, that OpenGL has to do SOME processing for EVERY vertex you give it. Vertices that are clipped because they fall outside the view frustum have less processing than those...
why yes... yes, it is.,
but since you know what you want, the question really is: is this what you want?
as i said in my post, your house is aligned with the y axis==depth, which is probably...
glLoadIdentity ();
// gluLookAt (12., 10., 10., 5., 0., 5., 0., 0., 1.);
glPushMatrix ();
glRotatef(-45.0,1.0,0.0,0.0);
glRotatef(-45.0,0.0,1.0,0.0);hi,
ok, so I compiled it and tweaked it. ...
yes
you're using glLookat. That's throwing away any isometric transformation you set up.
cheers
John
Hello,
you need orthogonal projection and more likely rotate the scene by 45 degrees about the Y axis and the X axis.
cheers
John
But where's your distinction? On one hand, a library is just a part of an application that's generally intended to be reused; but on the other hand, it's *just* a collection of object files. ...
Hi,
but it's not really an issue of saving typing, it's an issue of making sure resources are released.
For example, suppose I come up with some library that has static variables that need...
well, why not? it's functionality is well defined (it executes when main() exits and before the executable's prologue) and it's standard. You may as well say you don't use for() loops unless you're...
do you then redraw the screen? Changing the projection matrix won't suddenly change what has already been drawn; you have to repaint the screen to see any new effect.
cheers
John
orthographic projection defines a set of lines on the XY plane defined by x=left, x=right, y=top and y=bottom. The trick, then, is to work out how you want your viewport with some width/height to...