Use the first methode and multiply the distance with 2 factors:
- Object Size:
you can precalculate this for many objects, otherwise you simply take the maximum dimension of the bounding box.
-...
Type: Posts; User: Lyr
Use the first methode and multiply the distance with 2 factors:
- Object Size:
you can precalculate this for many objects, otherwise you simply take the maximum dimension of the bounding box.
-...
Use the first methode and multiply the distance with 2 factors:
- Object Size:
you can precalculate this for many objects, otherwise you simply take the maximum dimension of the bounding box.
-...
I thought of write access _inside_ the shader language for two reasons:
- you can have a "shared memory" for your shaders. For example this makes it possible to have dynamic shadowed bumpmapping...
Im neither an expert in GPU technology nor in shaders. But reading the OGL 2.0 shading languange specs, I wondered that there is full read access to textures but no possiblity for write access, or...
I had a similar problem some time ago.
I solved it in this way:
Imagine a Texture of the size 16*16. In this case the bottom, left pixel isn't (0.0 | 0.0). ( 0.5/16 | 0.5/16 ) are the...
http://www.cbloom.com/3d/techdocs/splatting.txt
Try to disable everything you don't realy need.
GL_TEXTURE2D/1D
GL_LIGHTING
GL_FOG
...
If you want an array where you can use array element 0,1,2,3,4 and 5 you have to set the array size to 6, not to 5.
btw I would suggest to use a triangle strip.
hope this helps
[This...
Check this line:
glMaterialfv(GL_FRONT,GL_EMISSION,mat_shininess);
GL_EMISSION takes 4 values!
http://www.gamedev.net/reference/
Yes, but every normal vector is scaled by the same value. So every normal vector has the same length.
glEnable( GL_RESCALE_NORMALS) doesn't mean to calculate the length of every normal....
2.
As far as I know the only Problem of glScale is that the light appears more bright. If you need lightening then I think you can enable GL_RESCALE_NORMALS for correct lightening because every...
You are right there are only 3 axis.
I meant you can test if one point is +x, -x, +y, ...
so we have 6 "axis" :-)
What I forgott was that the point has do be in an area, not on +x, -y and -z for...
In my opinion there are only 6 axis but I think that would be the answer to my question.
Thanks
Hello
Can anyone explain me how I could use BSP-Trees.
I already found some tutorials about BSP-Trees. It's no problem for me to use them in a 3D-World where you can't go up or down, but I have...
Hello
If you are talking about the nvidia site.
I already had a look at this site, but I didn't understand very much. So I'm looking for a simple example or a tutorial.
I didn't find any...
I'm grateful for any information about that extention. It seems do be a very interesting function.
Please send it to
m_hillbrand@hotmail.com
Thanks a lot
Does anyone know how do use this Extention, on wich grafic cards I can use this Extention or where I can find a good Documentation / Tutorial about it?
In my windef.h there was never defined LONG.
So it might sound silly but you can try to put
#typedef long LONG
over the line with the error.
ca=cos(anglex*0.0174533);
sa=sin(anglex*0.0174533);
looky=-sin(angley*0.0174533);
d=-cos(angley*0.0174533);
lookx=sa*d;
lookz=ca*d;
lookupy=-sin((angley+90.0)*0.0174533); ...
I think you need a Selection Buffer or a Feedback Buffer. But I don't know how this works.
Mexx