Generating vertex normals will indeed smooth things out. For each vertex, average the normals of all faces that share that vertex.
Type: Posts; User: yakuza
Generating vertex normals will indeed smooth things out. For each vertex, average the normals of all faces that share that vertex.
Thanks for the input. After some more experimenting last night, I noticed that the artifacts definitely vary based up on the surface. Thanks for the mention of the Nvidia paper, I'll go look for it...
I've got tangent space bumpmapping working, thanks primarily to Paul's excellent tutorial, as well as numerous other tutorials and examples.
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I've got tangent space bumpmapping working, thanks primarily to Paul's excellent tutorial, as well as numerous other tutorials and examples.
...
I've found Lev's 3ds loader to be a helpful resource while working on my own:
http://www.levp.de/3d/index.html
I've also extensively used this reference to decipher the various chunks in the...
Wish my job would send me to Opengl training classes. http://www.opengl.org/discussion_boards/ubb/smile.gif
It sounds like your vertex array only has 703 elements in it. Do you know how many vertices you are trying to draw? How are you setting up your VertexPointer?
Every vertex is translated.
I've found the spec to be a good place to start for info like this.
http://oss.sgi.com/projects/ogl-sample/registry/index.html
To answer your latest question, check out the...
Targa (.tga) files would probably fit your needs.
http://www.google.com/search?hl=en&lr=&ie=UTF-8&oe=UTF-8&q=opengl+tga+file+loader
I'm no expert, but it looks to me like you've got a few things wrong there. First of all it appears you're drawing a vertex array per face, that's got to be a bad idea.
Second, I think you've got...
Gametutorials.com has an article on loading jpeg images that should help you:
http://www.gametutorials.com/Tutorials/opengl/OpenGL_Pg2.htm
Cool game! I don't like how the yellow blob things can locate and move towards my ship as it is respawning but before I'm able to move the ship. And a mini-map might be a neat feature, to show you...
Read this to learn about defining emissive material properties:
http://www.eecs.tulane.edu/www/graphics/doc/OpenGL-Man-Pages/glMaterial.html
Hope that helps.
Also, those tutorials are simplified, for beginners to use to learn. You can process the data however you like to use vertex arrays, VAR, VAO, etc.
As for performance, I've personally seen a...
Just wanted to clarify so cosmicGirl isn't mislead: the current matrix is copied onto the stack, not the identity matrix.
http://www.3dlabs.com/support/developer/GLmanpages/glpushmatrix.htm
Here's the tutorial that probably helped me the most when I was working on integrating bump mapping into my project, hope it helps.
...
Yup, your program also ran fine for me. The lowest framerate I saw displayed was 191 fps.
Athlon 1.1ghz
Radeon 8500
When he says ARB2 he's refering to the third code-path for the R300 described in the first paragraph you show.
How about using glCopyTexSubImage to create a new texture out of the larger texture? This would allow you to tile, mirror, etc.
Edit: Granted, this takes away the benefit of having many textures...
http://nehe.gamedev.net
You are correct, when saving a file the default extension is .max. However when exporting, I believe the default is .3ds, which was the point of my comment above.
I think File->Export should do it, just change the filetype from the default (I think 3ds) to ase. If Export doesn't do it, try a Save-as.
If you had visited the link given above, http://www.gametutorials.com you would have found that they also have an ASE loader.
There are also lots of other examples of ASE and 3DS loaders...
http://dictionary.reference.com/search?q=Simulation
Hope that helps.