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Type: Posts; User: bobtedbob

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  1. picking algorithm for skeletal animation

    Hi

    I have some skeletal animation that is driven in the vertex shader, each vertex has a selection of bones that influence it and a bone matrix is passed representing all the bones that can...
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    I think for the first case you need to also...

    I think for the first case you need to also rotate (Xposition,Yposition,0) so that your screen coordinates rotate at the same time as you rotate around the ZAxis.

    Your assumption on the difference...
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    4x4 Transformation Matrix question

    Hi

    I have been moving from intermediate mode to to full opengl 3+, it has gone well but I still have a couple of issues to solve. One of the biggest I have is the move to having 4x4 transformation...
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    I was basically following this tutorial ...

    I was basically following this tutorial

    http://www.lighthouse3d.com/tutorials/view-frustum-culling/index/

    I think I definitely made a mistake somewhere, was just trying to get a better visual...
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    Frustrum culling

    Hi

    I can't seem to get this right in my head at the moment

    Lets say I have a frustrum with the near plane distance setup as 0.1 and the far plane distance setup as 10000

    If I want to cull I...
  6. Thread: No graphics

    by bobtedbob
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    2,294

    You set the clear color to black and never set...

    You set the clear color to black and never set the color of your rectangle so you are drawing a black rectangle on a black background. Try setting your rectangle to red or something
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    V-man, Kopelrativ Thanks for the reply. I...

    V-man, Kopelrativ

    Thanks for the reply. I realise I am behind the times a bit on opengl versions :) I have found learning the fixed pipeline stuff interesting, its very easy to code the fixed...
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    Skeleton Rendering

    Hi

    I have seen quite a few threads on similar topics so I won't go in to the how, but I wanted to ask a few quick questions to put me in the right direction.

    I have a skeleton model setup with...
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    Re: Direct x equivilent in opengl

    the attenuation in opengl is rubbish, its almost impossible to say... be very bright at the spot of the point light then fade out gradually till at radius 200 you have blended in with the ambient...
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    Re: Direct x equivilent in opengl

    Yeah I thought so as the documentation doesn't mention anything like this (but wanted to confirm), does anyone know how wine gets round this then as they render directx commands in to opengl and can...
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    Re: Direct x equivilent in opengl

    Thanks but I have seen the webpage you have linked and it doesn't answer my specific question.

    In directx there are multiple types of light

    Ambient Light
    Spot Light
    Directional Light
    Point...
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    Direct x equivilent in opengl

    Hi

    Is there an equivilent to the opengl point light in opengl?

    Example code :


    // Fill in a light structure defining our light
    D3DLIGHT9 light;
    ZeroMemory( &light,...
  13. Thread: Lighting

    by bobtedbob
    Replies
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    686

    Re: Lighting

    Thanks, I've played around but there isn't really a good setting that I can find, the room I have have has so little variation in light its not distinguishable. Can you recommend any good places to...
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    Transparent texture error

    Hi

    I have a cube with semi transparent textures round the out side. I have some objects behind it from the camera perspective and I have an object in the cube.

    My problem is I can see though...
  15. Thread: Lighting

    by bobtedbob
    Replies
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    686

    Lighting

    Hi

    I've had a search on the forum for this but I can't find the answer. I would like to create a light source that only lights items near by so it fades out really quickly. I thought this was...
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