At home i use linux, so i have to stick in ogl, and well, in fact i like it. At work it's another issue, as we have 2 GL applications, one that is web based with java and another that is for windows...
Type: Posts; User: Toni
At home i use linux, so i have to stick in ogl, and well, in fact i like it. At work it's another issue, as we have 2 GL applications, one that is web based with java and another that is for windows...
mmm.... is it a mistake or the spec says that the whole ALPHA_TEST thinggie is deprecated? :/... what's the alternative?
I can hear the laughing at Seattle from here (and i'm in europe) :(
I don't think they're incompetent as that, just they didn't thought about the community that has been (ant it's still) waiting an API for more than a year.
Just saying "it will take a lot more than...
I suppose you mean pre or post autodesk :)
Hi there guys,
I'm experiencing problems with VBO when they surpass some limit (above 64k vertex)
Those VBO contain vertex (4 float), normals (3 float) and 2 uv's arrays (2 floats each)...
To get the texture unit binding semantic i do something like this, it might work for you, but check the name for color :)
CGparameter paramStruct = cgGetFirstStructParameter(mParam);
...
well, you could use a global (ugh) variable.
Window 1 sets the variable a true if it was false each time it updates anything on the model.
Window 2 sets the variable to false if it was true, and...
If you are like me, you probably have the standard method for a skybox, that is, draw a SxSxS cube around the camera.
Well, this method works pretty well, excepting if your are using Oblique frustum...
martial, the correct token is GL_TEXTURE_3D.
If your are in windows you won't have that token directly avaliable (windows only has headers and libs for ogl 1.1 and GL_TEXTURE_3D was added later...
you have to do it by setting the alpha in the texture file.
open your texture file with some image editor (photoshop, the gimp...), paint the alpha channel and save it as tga or png 32 bits with...
Of course, the easiest (for me) way is mapping a rectangle with a tga texture with alpha channel (painting in the alpha channel where u want transparency).
Then you enable blending in opengl.
...
It's very important that you keep the object and the light in the same coordinate system. That's what usually drives me to that "light following the object" effect.
so, as i assume that the light...
there's no such things as opengl units.
The size of the window (where opengl will draw) is, as Jack Dingler says, the size of the viewport.
Those numbers will give you the size of the window...
Ok, in clipping space (post transformation) the coordinates are always in a cube of edge length 2 (from -1 to +1).
Said that, wouldn't be easier to find the clipping volume using some kind of...
mmm i think that no mattar how you put 512x512x6 textures that u won't have 1536x1536...
i suppose u meant 1536x1024 if u sort them in a 3x2 way
Toni
why don't u simply try (0,0) and (255,255)?
Doesn't it work?
Toni
You should be able to use Frame buffer objects if your card supports it (take a look at the specification) is pretty easy compared to pbuffers :)
Toni
yeah i use blending, the same during all the loading stage:
GL_SRC_ALPHA, GL_ONE_MINS_SRC_ALPHA
but that doesn't had to make any difference, i mean, during loading ... more or less after loading...
Hi, i've noticed a strange behaviour that i don't know if it's normal or something.
After starting my app i show a splash screen that should be displayed black with a grey logo, but i see it...
Well, problem solved.
It was my fault not my program's fault.
I use some objects as RTT Objects, in culling phase, if i "see" one of these objects i set another culling query and another render...
I've had an idea that at the begining is totally weird but ... well i don't have any other that explains this behaviour so perhaps someone that knows more than me can enlighten me :)
I have...
Well, as i stated above, i pass to the vertex program de ModelView*Projection of the mirror camera, so multiplying it by the IN.Position i get the vertex (that is in world space) in post projective...
I'm starting to think that is what it's happening tamlin as i don't find any other explanation for this.