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Type: Posts; User: Rosario Leonardi

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  1. Thanks, I found the part of the specs that I was...

    Thanks, I found the part of the specs that I was looking for. :)

    I'm building a layer over OGL. In my code I have a more abstract object (batch, effect, material and so on).

    I store the state...
  2. VertexArrayObject actually change vertex attrib array state.

    I have this method in my GraphicDevice class.

    void GraphicDevice::enableVertexAttribs(GLuint numVertexAttrib)
    {
    const GLuint currNumAttrib(state_.activeVertexesAttribs_);
    if...
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    Di you already read this page?...

    Di you already read this page? http://www.opengl.org/wiki/Getting_Started
    I guess you are working under Linux.
    This code compile?...
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    glOrtho create a matrix as described in the...

    glOrtho create a matrix as described in the documentation
    http://www.opengl.org/sdk/docs/man2/xhtml/glOrtho.xml

    so.. it's really easy to create a function that do the same exact matrix as glOrtho...
  5. However this is a lot trickier. Now you are...

    However this is a lot trickier.

    Now you are doing
    This is your rotation matrix A
    1 0 0 0
    0 c -s 0
    0 s c 0
    0 0 0 1
    where c = cos(0.01) Degree
    where s = sin(0.01) Degree
  6. In the init you were modifing the model matrix,...

    In the init you were modifing the model matrix, and then overwriting it in the render.

    void init()
    {
    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION); // Add this line
    ...
  7. You only have to link opengl32 to compile your...

    You only have to link opengl32 to compile your project.
    Probably you are using program that are designed to be compiled on multiple platform. In this case CMake generate the project for your...
  8. @Alfonse: Usually while you load a large scene a...

    @Alfonse: Usually while you load a large scene a lot of time is spent on disk reading, and you have OPEN... READ... DO SOMETHING... READ... DO SEMETHING ELSE.. CLOSE OPEN ANOTHER FILE.. REPEAT FROM...
  9. With openGl 3.0 the fixed pipeline has been...

    With openGl 3.0 the fixed pipeline has been deprecated, this mean that the vertex attribute only have custom semantic that is given by the shader. So glNormalPointer has been deprecated cause there...
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    if you want the GL_DEPTH_TEST to be enabled...

    if you want the GL_DEPTH_TEST to be enabled during the text rendering why you disable it?
    Witch part of the scene should occlude your text?
    From the code you posted the text is rendered with an...
  11. If your vertex shader is doing some vertex...

    If your vertex shader is doing some vertex animation (bending, skinning or waving) or you have a geometry shader that add vertex or you are using a tessellation shader you can read the vertex with...
  12. Soo... what's your question? You need help with...

    Soo... what's your question? You need help with what? What have you done so far?
    You already read the getting started page and nehe tutorials?

    http://www.opengl.org/wiki/Getting_started...
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    If you use the QGlFramBufferObject (Qt4.8) you...

    If you use the QGlFramBufferObject (Qt4.8) you alread have the toImage method that return a QImage.

    http://qt-project.org/doc/qt-4.8/qglframebufferobject.html

    In your code you are using...
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    A matrix is an array of number and in openGL are...

    A matrix is an array of number and in openGL are used to perform linear transformation of point and vector like in geometry.
    Please be more specific, your question is like asking "What is a number"...
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    Draw your shape in some 2d vector graphic editor...

    Draw your shape in some 2d vector graphic editor (inkscape, illustrator) end export in illustrator format
    http://mercator.elte.hu/~saman/hu/okt/AI7FileFormat.pdf
    illustrator is trivial to parse if...
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    Let me understand. You have something like...

    Let me understand.
    You have something like
    glloadmatrix(cameraMatrix)
    gltranslate
    glrotate
    glrotate
    glmultmatrix
    gltranlate
    gltranslate
    and you want the current position here?
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    Mmm... I hoped you got the hint If you...

    Mmm... I hoped you got the hint

    <hint>If you setup your projection matrix correctly</hint>

    http://www.songho.ca/opengl/gl_projectionmatrix.html

    If you are using gluPerspective the...
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    If you setup your projection matrix correctly...

    If you setup your projection matrix correctly everything should be fine in the 3d part of your code.
    One part of the projection matrix take account of the ration between height and width of the...
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    Ehm.. wait I was wrong. With +1 you are moving...

    Ehm.. wait I was wrong. With +1 you are moving one unit away, so the whole screen in your case.. :D Not good.

    You should cover a whole pixel in screen space, so the offset depend on viewport and...
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    How did you choose 0.002f? You should cover the...

    How did you choose 0.002f? You should cover the whole pixel, not a 1/20th part of it.
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    PeekMessage return true if there is a message in...

    PeekMessage return true if there is a message in the queue, false otherwise.
    Your message pump should look similar to this.


    MSG msg;
    while(quitNotRequested)
    {
    while (PeekMessage(&msg,...
  22. I guess your non-openGL engine used DirectX or...

    I guess your non-openGL engine used DirectX or did you wrote a custom API? I never wrote a single line in DirectX but projection matrix are projection matrix.
    You can write your own function that...
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    If you don't call invalidate your onPaint will be...

    If you don't call invalidate your onPaint will be called only once, or when Window decide that need to redraw your window. In your case you need a smooth animation, so you have to call onPaint at...
  24. Let's see how you trasform your eye space to clip...

    Let's see how you trasform your eye space to clip space.
    With that parameter you have the following projection matrix


    left = 0
    right = 10
    top = 0
    bottom - 10
    near = -1
    far = 10
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    This is an evolution of the previous code? I glad...

    This is an evolution of the previous code? I glad that you divide the function rationally with meaningful names (there is hope).
    But if you update your scene in the onPaint function you will have a...
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