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Type: Posts; User: -Ekh-

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  1. Thread: FBO and stencil

    by -Ekh-
    Replies
    3
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    2,179

    Re: FBO and stencil

    Well thanks !

    And now, in the "else" part, can I use it as in a normal stencil test ?
  2. Thread: FBO and stencil

    by -Ekh-
    Replies
    3
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    2,179

    FBO and stencil

    Hello,

    how to use the stencil buffer inside an FBO ? Do you have any examples or good lectures ?

    Thanks.
  3. Replies
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    2,922

    Re: multiple stencils ?

    So, it's okay as long as I clear between the 2 passes. But if, for some reasons, I also need to clear between the 2 drawings (so clearing in between the 2 passes) there aren't any solution ?
  4. Replies
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    Re: multiple stencils ?

    Well, I forgot to tell that I need to clear the stencil buffer between the 2 passes.
  5. Replies
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    Re: multiple stencils ?

    What I want to do is to do some stencil stuff during a rendering and to combine the rendering with the stencil buffer with a second pass, so something like this:



    void Render()
    {
    ...
  6. Replies
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    multiple stencils ?

    how far is it possible to have or simulate multiple stencil buffers ?
  7. Replies
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    1,146

    Re: pixel format for pBuffer (render to texture)

    I guess you should prefer using FBOs instead of pbuffers as far as you can.
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    7,458

    Re: Texture Binding with gldrawarrays

    Add it too:

    glEnableClientState (GL_TEXTURE_COORD_ARRAY_EXT);
  9. Thread: keyboard

    by -Ekh-
    Replies
    8
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    2,669

    Re: keyboard

    void KeyFunc (unsigned char key, int x, int y)
    {
    switch (key){
    case 27:
    exit (0);
    case 's':
    Snapshot();
    break;
    }
    }
  10. Replies
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    Re: Slow performance with non power of 2 texture

    glew ? Or sorry if I'm wrong :)
  11. Thread: keyboard

    by -Ekh-
    Replies
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    2,669

    Re: keyboard

    or glut :)
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    1,091

    Re: light position and transformations

    It depends, if you translate before calling the light functions, it will affect the light. But if you translate after calling light functions, then it won't.
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    Re: mapping C++ types to OpenGL types

    GLuint ?
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    Re: fullscreen mode in glut problem

    Thanks !
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    Fast and easy soft shadow-mapping

    Hi,

    I was searching for soft shadow-mapping here and over the net. But I did not find something easy or fast enough for me. The most interresting thing I found is at this link:
    ...
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    Re: Texture Mapping problem with Vertex Arrays !

    Binding texture with 0 is the same as "unbinding" a texture, generally. But binding with 1 is allowed. I guess that the problem comes from the fact that you use a texture id 0 inside vertex arrays,...
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    Re: how to come out from glutMainLoop

    if you don't use C++, there's still the at_exit functions, which are to my opinion, real good choices.
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    Re: Simple game rotation problem

    Okay, I think I see what you mean. The trick is to center the drawing of your character so that when rotating, it rotates from its center instead from one of its angle. You might need to do some...
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    Re: Simple game rotation problem

    hi !

    Try this instead:



    glLoadIdentity();
    glRotatef(heading, 0,0,1); // rotate first
    glTranslatef(Xtri, Ytri, 0.0);
    glCallList(Character);
  20. Replies
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    Re: Clearing a previously set color

    It seems your texture modulates with the color. It must be your texture environment (look at your glTexEnv funcs).
  21. Thread: FBO extension?

    by -Ekh-
    Replies
    3
    Views
    2,190

    Re: FBO extension?

    FBOs are extensions, so if your code work, then it is supported on your card. The thing, certainly, is that everything about FBOs fallback into software.
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    Re: fullscreen mode in glut problem

    This looks very weird. How can me make glut programs that run in fullscreen without knowing the refresh rate of the monitor on which it will run ? (meaning how to do fullscreen glut for everybody but...
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    Re: Other questions about shadow-mapping

    No one for this one ? :(
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    Re: Require some help!!!Pls

    I personally have read books and read nehe's tutorials (they are really good): http://nehe.gamedev.net/
  25. Re: Newbie question:Translation and vertex coordinates

    Why do you want to have access to the vertices coordinates ? You can, of course, but if your model (say your quad) does not have to change (meaning it remains the same quad), but only translate,...
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