Having seen this not very usefull dialog I thought I'd put in my thoughts on this topic
1) As many people have stated the issues are currently within a BETA version of the OS,
and to raise...
Type: Posts; User: MButchers
Having seen this not very usefull dialog I thought I'd put in my thoughts on this topic
1) As many people have stated the issues are currently within a BETA version of the OS,
and to raise...
Right ho cheers, thought it might be the case but id check first.
Hello all,
is it possible to read the current depth buffers and color buffers value for a given raster position in a fragment shader?
If not i guess i'll have to create a pbuffer and render the...
I recently downloaded a demo of
NV_point_sprite in order to check it out for optimizing my particle systems, the demo ran at approx 1 fps, so i assume it was running in software mode, checking out...
Hello there,
use textured triangle strigps for best results.
to ensure good compatibility with older hardware
limit the size of your textures to 256x256
and draw multiple quads.
Hope it...
Hello all,
im currently implimenting Dot3 Bump mapping
in the graphics side of my engine and am
having problems generating the tangent
matrix,could anyone possibly point out what
is wrong...
Hello there,
I recently did a simular engine to yours but
abandoned it in preference for another engine
as it didnt quite suite the game I am working
on.
function TISOEngine.ViewToWorld(X,Y:...
Hello there,
try
wglUseFontOutlines( h_DC, 0, 255, base, 0.0, 0.2, WGL_FONT_POLYGONS, @gmf);
as you are using a constant array.
Mark
try
www.delphi3d.net
very good site
also nehes site has some delphi conversions
on it.
Mark
Hello there,
AFAIK glaux is no longer maintained so you would be better off
using other methods eg
For simple objects eg spheres,cylinders use gluQuadrics.
For bitmap loading use C++...
Think ive found my problem
use
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_REPLACE);
after binding texture unit 1
http://www.opengl.org/discussion_boards/ubb/smile.gif
Hello there,
there is an excellent article at
www.markmorley.com
on view frustum clipping which explains
how to do this.
Mark
hello there,
im currently trying to get rivers and paths etc
textured over my terrain using multitexturing with
combiners, the paths,rivers etc are alpha blended over
the non alpha channel...
Just curious,
I use delphi myself for all programming,
at work and at home. Why do people use
glut on it,I can understand using it in
mvc where window creation is a bit more
(only just)...
Hello there,
given that the largest bottle neck in
applications is the bandwidth would it
be possible to introduce a glColor1[...] type
function to specify a luminosity value
for the current...
hi there,
ive programmed opengl in both C++Builder
(started with this and used it for about
18 months) and had very few problems, i now
use Delphi and again with very few problems,
the only...
Hi there,
this may be of some help
http://oss.sgi.com/projects/ogl-sample/registry/EXT/wgl_multisample.txt
Mark
Hi there,
use a TPanel instead and get the HDC with
HDC dc = GetDC(Panel1->Handle);
Hope it helps
Mark
I should use the frustum method as
you realy need to cull objects as
well so you kill 2 birds with one stone,
and as it says it only needs calling once
per frame (or on camera movement).
I...
Hi there,
there's an article by Mark Morley somewhere
that goes into object culling and has a
function to return the distance from the
front clipping plane.
I cant remeber the link but will...
Hi there,
you could use a TPanel and to get the hdc call
HDC dc = GetDC(PanelName->Handle);
....
Try this, it worked for me http://www.opengl.org/discussion_boards/ubb/smile.gif
http://www.gamedev.net/community/forums/topic.asp?topic_id=61234
Hope it helps
Mark
Its not using glMatrixMode(GL_PROJECTION)
during this call!
Any other ideas anyone?
Thanks
Mark
hi there,
I dont think I am because I used to
have a call in there to glScale(1,-1,1) to
flip the geometry and this worked.
I will check tonight ( dont have code on
me! )
Cheers
cheers for the ideas,
BOB , in the red book where it explains
glClipPlane it sugests trying transformation
functions and changing the plane coeficients.
So i assume from this it can be done.
...