What about the RENDER_TO_BITMAP option when creating a window ? I believe i saw something like that in the msdn for CreateWindow(). Maybe we can use that ?
Type: Posts; User: Antoche
What about the RENDER_TO_BITMAP option when creating a window ? I believe i saw something like that in the msdn for CreateWindow(). Maybe we can use that ?
Well, BSPs are great but I don't think it's the best way to optimize rendering... Use PVS or Portals or things like that instead...
Well, if you don't like the 3ds format, you can also write a plug-in to export the scene to the format you want http://www.opengl.org/discussion_boards/ubb/wink.gif. Well, it seems to be a little...
It's the register_combiners_extension or something like that. I does the same stuff than d3d dotproduct and more ! (enjoy http://www.opengl.org/discussion_boards/ubb/wink.gif
Well, between the 2 solutions, there is a third solution (no, the solution is not to get rid of multitexturing) : generate the textures by blending yourself the different textures, and then apply...
Well, i'm not Relic nor gork but i can answer the fisrt question : if you use som color-key transparency, then you can use the AlphaFunc instead using blending. If you use blending then YES, you will...
I have actually a question about 'Texture sorting'. I have done a class that renders the polys it gets by texture and it works fairly well (about 7M triangles per seconds accepted by a classic...
OK, that was a stupid question, i didn't think.
But how can I use 3DNow! abd all the other stuff ? Could you point me on a paper please ?
Well, if i understand the principes of the BSP, the aim is to check if the bounding boxes of each node is in the clipping volume, and if no, all children are discarded. So to check if a bounding box...
Wouldn't 3D texturing suit for what elroy wants to do ?
So, if QuakeIII uses OpenGL API to take advantage of hardware t&l, how does it to retrieve the transformed coordinates of the vertices ??? I believed it wasn't possible. And don't tell me it uses...
Just a thought, hope someone has an answer :
In Quake3, like in all 3d engine, transformations are done by the engine (ie not by opengl's matrices) to walk thru the BSP, or sort by depth the...
You make me think of 1 thing : in my 3D engine, i will use BSPs to get visibles polygons. That means that i will draw polygons that have very differents textures and will cut down speed.
Anyone has...
There is no special initialization to do, but since I have a voodoo, i give you some advice for this 'special' card :
- The voodoo displays only in fullscreen, so if you're in 1024x768 and it can...
Well, maybe it works, but remember that only the last generation cards can support the alpha bitplane, so all the computers on wich your program will run will need a TNT or GeForce. If you want your...
No. 24 bits = 24 bits per pixel = 8 bits per component = 1 byte for each component
Be careful : if you enable GL_COLOR_MATERIAL, you must set the material colors wtih glColorMaterial() and glColor() instead of glMaterial(). Maybe it is enabled and you still try to set colors with...
What are glLockArrays ? Never heard, never read, and didn't find in the reference pages.
There is a lib in Java with which you can make this : GL4Java. It is very similar to OpenGL (since it is the official port of OpenGL to Java), but the browser needs to have the plug-in in order to...
I don't think you can, but what you can do is drawing where the stencil is 1, with glStencilFunc(). You should be able to do what you wanted to with that.
A friend of mine has tried mui and had some problems with it. So he emaild some questions to the guy how made the help for mui, and he answered that it was an old bugged librarie, and that my friend...
Could anyone give me an exemple of how to use the multitexture or 3d texture extension ?
thx
>I call; glLoadIdentity(), glMatrixMode(GL_PROJECTION), and then use gluLookAt(...)
It's not the right way. Instead you must call glMatrixMode(GL_MODELVIEW); glLoadIdentity(); and gluLookAt(...) ...
Well, I think the problem seems to be that you just don't enable the depth test, so polygons that are drawn first are hided by last. Just type glEnable(GL_DEPTH_TEST); after the initialization of...
Mmmhh... The best way to get the screen coordinates still seems to do the transformations ourselves.
But if you use gluUnproject, be careful about the MouseY coordinate, because the Y axis for the...