Ok, because blending is useful for much more than just transparacy, when you draw things you want to be transparent opengl still puts them into the depth buffer. This means that if you are using...
Type: Posts; User: chowe6685
Ok, because blending is useful for much more than just transparacy, when you draw things you want to be transparent opengl still puts them into the depth buffer. This means that if you are using...
I'm not entirely sure what is being asked here, but make sure you call glDepthMask(0) when you draw transparent things and glDepthMask(1) afterward
for starters
gluPerspective(45, winWidth / winHeight, 0, 10);
don't set the near plane (3rd parameter) to 0, try something like .01
put all the pixels an array and call
glDrawPixels(width, length, GL_RGBA, GL_FLOAT, pointarray);
that will be MUCH faster
glEnable(GL_DEPTH_TEST);
what you want is ortho mode, what do you mean when you say the coordinates get screwed up?
nehe.gamedev.net is always popular
I woud also recommend searching this forum when you run into problems, many of the most common ones are answered often
Decide how far you want the cube to rotate in a second, lets say 10 degrees
Now every frame poll the current time using your favorite function, lets use timeGetTime. This returns the time in...
you can also use glscissor to restrict the area affected by glclear
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=42
you shouldn't install opengl32.dll along with the game. It is part of the drivers for your video card.
this seems to have information on the codec
http://www.coolstf.com/mpeg/
as always wotsit provides some nice links
http://www.wotsit.org/search.asp?page=2&s=animated
As for displaying it,...
the painters algorithm has (to my knowledge) little to do with this. It deals largly with drawing things properly w/o a depth buffer ie further stuff gets drawn first.
What you want to do can be...
glLineWidth(2)
I don't think the obj format stores animation data, it isn't mentioned in the file format specification. Is there any possibility you could use a different format. www.gametutorials.com provides...
you cannot make any gl calls before you have a valid rendering context. Thus the globally created objects have their constructors called before the RC is set up, and the texture fails
you can use the same one to my knowledge; it's worked for me in the past.
http://www.google.com/search?&q=opengl%20visual%20basic
blue book
http://www.parallab.uib.no/SGI_bookshelves/SGI_Developer/books/OpenGL_RM/sgi_html/bk02.html
also look at the extensions registry on this site
you are looking for glReadPixels...
you could look at the nehe tutorial on cell shading. It uses 1d texture instead of vertex colors that may accomplish the effect you want
the alpha test is per pixel
you could use rgba textures, and set their alpha values according to your conditions.
then you generate the new coordinate axis on the fly. For example if you are rotating around the y-axis
i' = cos(theta)*i + sin(theta)*k
j' = j
k' = cos(theta)*k + sin(theta)*i
note that cos...
to make a plane "local" simply enable the plane before drawing the object and disable it afterward. I have no idea how clipping planes are transformed, but you could fairly easily write a program to...
I don't think its a bug, its actually the intended behavior of glColorMaterial.
Look at #14, http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall/
if I understand you correctly...
basically he is suggesting that you manually rotate your vertices. This is not particularly difficult if you are familier with matrix math or know how to do rotations with sin and cos. You can...