hi,
thats simple...
you are missing the breaks in the switch.
case 'x': case 'X':
{
x = 1.0; y = 0.0; z = 0.0;
angle += 25;
Type: Posts; User: uwi2k2
hi,
thats simple...
you are missing the breaks in the switch.
case 'x': case 'X':
{
x = 1.0; y = 0.0; z = 0.0;
angle += 25;
hi,
thats the strange part .. no opengl errors ...
uwi
hi,
i just canīt find the right way to write my depth texture for shadow mapping.
What i do:
1. create a FBO with a depth attechment:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,...
Hi,
perfect place to start.
Follow it STEP BY STEP ... and you are fine:
http://www.swiftless.com/tutorials/opengl/window.html
cu
kai
hi,
thanx for the feedback,
yess i will move to ortho. Shadow map ...
but finally i made it.. it turned out that the matrix multiply needed to be done in invers order ...
i knew it was a...
hi all,
i just try to get a propper shadowmapping in my game.
I copyed all the logik from a other example that works fine ..
but as a result the shadow is moving strangly with the player/mouse...
hi,
i would like to do some game progging - just wrote you.
cu
uwi
hi,
thanx for the feedback ..
indeed the textcoords where just set strangly to have em repeated over the mesh.
so it was not a tech issue but a manner of bad 3d data.
thanx
uwi
hi all,
i just downloaded a obj file plus textures from a old counterstrike map.
when i open the obj in blender the map is shown and textured perfectly fine.
Now i wanted to liad it in my...
---- solved ----
Hi all,
i allready work with shaders for some time, but today i am totally confused about a strange beavior.
I just strted a new opengl project and implemented a simple...
sorry,
i canīt get it.. whats wrong:
// line 1
X = a0 + S*ab0 + T*ac0
S = (X - T*ac0 - a0) / ab0 // from the first line of the system
// line 2 and 3
hi,
thanx thats the way .. i will do some calculation ..
uwi
hi,
sorry if i was not clear enought.
i like to find the Y of the point on the plane that the triangle is in according to X and Z.
So if the triangle corners are:
A ( 0,0,0 )
B (1,1,0)
C (...
Hi all,
for some days i try to get this done - and i am ashamed that i cant figure it out on my own..
i am doind a simple ground-hight detection for my game.
The ground is a mesh of triangles....
hi, my question is, is there a: OpenGL ES 2.0 Safty critical Profil i cant find it. thanx uwi
hi all,
i did some games where you are walking around a map.
but the map was always somehow flat + some ups and downs.
but now i started to think about walking on a sphere and my head starts...
hi,
you canīt mix the input data from a VBO and a array ..
make 2 arrays for vertex and color .. or put them in one array and make a VBO of it.
cu
kai
hi,
there ist not mutch you need to do.
the same way that you set the vertex attrib pointer
you can set the color pointer. color data is also just values in an array ...
and you are done...
hi,
as yout code is very heavy i canīt find a bug on the first look, but i often had the same problem.
my way to find the problem is always the same and very simple.
follow thw logic execution...
hi,
thats verry simple:
you are changing the value for e.g. Ballx
but you are never using it to set the balls position ... so how should it move ??
maybe something like:
glTranslatef(...
Hi all,
sorry i have a really stupid problem here that is killing me today.
ich have e simple system with lights on and a lot of cubes with normals and texture coordinates
taking data from a...
hi,
basicly the code looks right.
About binding just one thing:
when possible try to bind a texture one and draw all stuff that uses it - than bind the next one .. and so on .
so you only bind...
Hi,
this looks basicly right, but there are so many OpenGL settings that may leed to the fact that you canīt see anything.
my hint would be.
cut out your opengl part into a simple c++ / opengl...
hi,
the answer would be longer then you may expect.
but the basic is: you need a DeviceContect propperbly set up for Open GL .. so a opengl Context.
You may google this topic to find a complex...
hi,
GL11.glVertexPointer(3, GL_FLOAT, 24, 0);
GL11.glNormalPointer(GL_FLOAT, 24, 0);
GL11.glTexCoordPointer(2, GL_FLOAT, 24, 0);
glNormalPointer(GL_FLOAT, 24, 0); << missing...