Well thanks !
And now, in the "else" part, can I use it as in a normal stencil test ?
Type: Posts; User: -Ekh-
Well thanks !
And now, in the "else" part, can I use it as in a normal stencil test ?
Hello,
how to use the stencil buffer inside an FBO ? Do you have any examples or good lectures ?
Thanks.
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 ?
Well, I forgot to tell that I need to clear the stencil buffer between the 2 passes.
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()
{
...
how far is it possible to have or simulate multiple stencil buffers ?
I guess you should prefer using FBOs instead of pbuffers as far as you can.
Add it too:
glEnableClientState (GL_TEXTURE_COORD_ARRAY_EXT);
void KeyFunc (unsigned char key, int x, int y)
{
switch (key){
case 27:
exit (0);
case 's':
Snapshot();
break;
}
}
glew ? Or sorry if I'm wrong :)
or glut :)
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.
Thanks !
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:
...
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,...
if you don't use C++, there's still the at_exit functions, which are to my opinion, real good choices.
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...
hi !
Try this instead:
glLoadIdentity();
glRotatef(heading, 0,0,1); // rotate first
glTranslatef(Xtri, Ytri, 0.0);
glCallList(Character);
It seems your texture modulates with the color. It must be your texture environment (look at your glTexEnv funcs).
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.
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...
No one for this one ? :(
I personally have read books and read nehe's tutorials (they are really good): http://nehe.gamedev.net/
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,...