As is well known, we can use different data types (int, float, double) to define vertex coordinates.
The OpenGL driver/implementation contains scene description as vertex/primitive list in it's...
Type: Posts; User: airatsa
As is well known, we can use different data types (int, float, double) to define vertex coordinates.
The OpenGL driver/implementation contains scene description as vertex/primitive list in it's...
Sorry, I was mistaken. GDI area is filled with gray color if double buffering is turned on. If double buffer is turned off all works fine (with flickering of course).
If I use glViewport without glScissor entire window is filled with clear color. If I use glScissor only the area specified in glScissor is cleared with clear color but other area (GDI) is filled with...
The information in my window is logically splitted into two parts. The upper half of window is drawn by GDI, the lower - by OpenGL. I restrict OpenGL output by glScissor and glViewport - fine. But...
I built a scene (under Win32). Then I begin to resize window. When windows reached some size two black bands appeared at the left and bottom side of the window. If I turn off double buffering (flag...