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Type: Posts; User: lgrosshennig

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1. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

Excuse me? In flat shading there is no color interpolation going on (unless you count an increment of ZERO for all color channels as an increment). Depending on the primitive, one of the specified...
2. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

Agreed :) . I was thinking of an triangle fan first because it was the first plausible thing that came to mind but you are right, you need independent triangles (which share verticies using...
3. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

*sigh*

Because for certain lighting calculations the position of the "to be lit" vertex and its associated normal is important, especially for bigger polygons.

Spot direction, spot cut off and...
4. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

Incorrect see above.
5. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

Unless you subdivide your polygon into a triangle fan and make sure the "center point " is the "i + 2"th vertex in every triangle, I am afraid not.

Perhaps someone else has a better idea.
...
6. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

That is incorrect. If you read the part of the spec that is been posted (or the entire spec) you see that it is the first vertex that is elected for the lighting calculation in case of an single...
7. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

I know, the point I was trying to make was, that it doesnt really matter which vertex is elected for the calculation because its just a approximation anyway.

Regards,
LG
8. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

...unless its a "single polygon" enclosed in its own glBegin()/glEnd() block. But right its not always the first vertex, nor is it always the last.

And what difference does that actually make?
9. ## Thread: how do divide a simple,non-monotonic polygon into a set of monotone polygons in openG

by lgrosshennig
Replies
3
Views
486

### Re: how do divide a simple,non-monotonic polygon into a set of monotone polygons in openG

If memory serves, a function is "monotonic" if the first derivative doesnt change the sign, so I think he means a non-planar polygon where the tangent does change the sign, I may be wrong though.
...
10. ## Thread: help wanted...

by lgrosshennig
Replies
13
Views
582

### Re: help wanted...

A glTranslatef() call is not allowed between a glBegin()/glEnd() block.

Doing this will result in a GL_INVALID_OPERATION error.

The best practice in case something doesnt work as expected is...
11. ## Thread: help wanted...

by lgrosshennig
Replies
13
Views
582

### Re: help wanted...

Yep, but there are other stacks too.

Well the projection matrix is for all operations that are related to the projection ;) (like for example glOrtho) while the modelview matrix deals with...
12. ## Thread: Problem with GL_FLAT shading

by lgrosshennig
Replies
26
Views
3,442

### Re: Problem with GL_FLAT shading

You are right that you wont get the "correct" flatshading for the triangle if you dont calculate the shading at the center point (if you use an pointlight for example you will get an "incorrect"...
13. ## Thread: help wanted...

by lgrosshennig
Replies
13
Views
582

### Re: help wanted...

Try this:

#include "glut.h"

GLint initGlut(char* title)
{
//window ID
GLint WndID;
//Initialize GLUT
14. ## Thread: Problem with trying to add lighting to a level loading 'engine'

by lgrosshennig
Replies
3
Views
134

### Re: Problem with trying to add lighting to a level loading 'engine'

Well your compiler tells you exactly whats wrong and in which line too (132).

Just change this:

GLfloat LightAmbient[]= (light1, light2, light3, light4);into this:

GLfloat...
15. ## Thread: many rendering context

by lgrosshennig
Replies
11
Views
1,041

### Re: many rendering context

On the contrary, your "main" drawing loop just draws a bunch of quads with textures, thats all.

One or more worker threads can then update the content of their associated texture(s) whenever you...
16. ## Thread: BCB5+OGL=success compile!

by lgrosshennig
Replies
6
Views
463

### Re: BCB5+OGL=success compile!

a.) your link doesnt work (at least for me)
b.) it would help to know what kind of errors you get.
17. ## Thread: Glfloat using problem

by lgrosshennig
Replies
10
Views
3,206

### Re: Glfloat using problem

To the original poster:

I guess that you are "lost in closing parentheses" that means the number of opening brackets doesnt exactly match the number of closing brackets and hence the compiler...
18. ## Thread: Glfloat using problem

by lgrosshennig
Replies
10
Views
3,206

### Re: Glfloat using problem

In theory there could be a difference depending on the platform you are using.

In practice its a typedef to an float for any 32 bit system I ever came across.
19. ## Thread: many rendering context

by lgrosshennig
Replies
11
Views
1,041

### Re: many rendering context

Maybe I am thinking too simple but wouldnt it suffice to treat every "section" as a quad with a texture?

This way you can update the sections at any intervall you want and you dont run into...
20. ## Thread: How to create basic scrolling display

by lgrosshennig
Replies
4
Views
397

### Re: How to create basic scrolling display

Yeah, that is correct :D .

One more bad habit to get rid off, I guess.

Thanks to MikeC for pointing it out.
21. ## Thread: How to create basic scrolling display

by lgrosshennig
Replies
4
Views
397

### Re: How to create basic scrolling display

Aside from what has been said already, the fewer data you send to OpenGL the better.

But I would not use the occlusion query the way Aeluned proposed, because it may give you false positives if a...
22. ## Thread: 16 Bit Monochrome Texture

by lgrosshennig
Replies
27
Views
2,112

### Re: 16 Bit Monochrome Texture

I owe you guys an apology, this is especially true for Klaus and Harsman.

I have been in a pretty fooked up mood lately (its a girl friend thingy) and I was unreasonable and took it out on you...
23. ## Thread: 16 Bit Monochrome Texture

by lgrosshennig
Replies
27
Views
2,112

### Re: 16 Bit Monochrome Texture

Look where Klaus lead this discussion too.

Why does it always has to be, that A asks a question, then B, C and D make suggestions based on the more or less vague information and then M enters...
24. ## Thread: 16 Bit Monochrome Texture

by lgrosshennig
Replies
27
Views
2,112

### Re: 16 Bit Monochrome Texture

*sigh*

This is only true for the Geforce FX++ series. It does not apply to GF3/4's or even the ATI 3x00 series (which uses only 24 bits of an IEEE single float to represent floating point values...
25. ## Thread: 16 Bit Monochrome Texture

by lgrosshennig
Replies
27
Views
2,112

### Re: 16 Bit Monochrome Texture

So I am wrong because you are guessing I am? Thats rich.

You mean the floating point buffer a GF3/4, a R2xx and the SGIs I know of dont have?

Klaus, I think this debate is pointless because...
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