Well I'll be damned, that fixed it! Thank you so much!
Type: Posts; User: WIld Sage
Well I'll be damned, that fixed it! Thank you so much!
I'm writing an OpenGL application using SDL as my windowing library, but I'm getting a crash (process terminated with status 3) when I call glGenBuffers. I've used gl* calls before this point with...
What I'm asking is, do I need to bind 3 EXTRA buffers, or can I use the default back and depth buffer plus 1 additional buffer for normals?
That is true, but the advantages of deferred shading make...
I've been looking a lot into various lighting techniques lately, and am considering using deferred shading (haven't implemented anything yet though). Now, one of the downsides about deferred shading...
I think I'll go through that Collada tutorial that was linked, it seems like a great way to make myself more familiar with how animations are represented. I do like the Collada format a lot, and it...
Well darn it, now I'm confused. In that context it's giving examples of what NOT to do, so I don't know which one they're recommending ._.
It was a slideshow from GDC by ATI, about performance considerations with OpenGL. Can't remember the year or the link, unfortunately...
That same slideshow is where I learned to pack vertices in...
Hmm, well, I was considering using shadow volumes, but I haven't decided ultimately. Performance is the biggest concern for me, and with shadow maps I can just make a lower resolution map and blur...
That's understandable, and I see why that would be advantageous, but my engine doesn't really need that flexibility. I use Assimp to handle imports, so I can import from a pile of different formats,...
What kind of effects might I need more than one set of texture coordinates for? (Texture coordinates that I need to supply to the shader, rather than computing within the shader)
Not sure, sorry. I try to use core profile code as much as possible so I use GLM to handle my matrices, as well as a lot of really useful 3d math functions.
As far as I know, the only difference between the two matrix modes are the order in which they're multiplied (which does make a difference). Other than that, there should be no difference between...
I'm trying to write a nice binary mesh/model format, which I'll be able to read from a file quickly and easily. I have Assimp working, so I can import from other formats in order to save in my own,...
The problem is solved. For some reason, when your executable is named "game.exe", ChoosePixelFormat() looks for another exe, over and over and over again. Yeah. Don't try to figure out the logic...
Okay found it! I tried opening a window in pure Win32, to the same delay. After putting a bunch of break points in, I pinpointed the problem at ChoosePixelFormat()
PIXELFORMATDESCRIPTOR pfd = {...
It stalls when I run the application outside of visual studio, both release and debug builds.
Couldn't figure out how ._.
Okay, I tried opening a glut window with similar problems. Rather than displaying a frozen window, however, glut simply takes it's minute before it opens any window.
The function that's taking forever is glwOpenWindow(). I tried release, debug, and even a build I compiled myself, same result.
I've tried commenting out all glew-related code, but nothing changes. I don't want to use glut because it doesn't support the features I want - GLFW does everything I need it to (except disabling...
Okay, so I'm trying to start a project using GLFW. But every time I open a window, it at first appears to have frozen (white window, "waiting" cursor, wont accept any input whatsoever), but after...
Solved! For glViewport, I put 0 for x, and ToolHeight for y, and it works perfectly now. Also, yes, I found that (0, 0) is the center of the screen. Thanks a ton!!
Okay, well, progress. At first it looked like nothing was being rendered, but now I move the splitter bar, making my child window rreeeeeeeeeeeeaaaaaaally wide, I can see the triangle on the right...
So yeah. I'm trying to render to a child window in my win32 application. I get the glClearColor properly, but whenever I try to render any polygons, I get nothing. Here's my render code:
void...
@mbentrup:
I fixed adding the normal to c instead of b twice, and I used calloc instead of malloc to initialize the lists to 0, and now it works =D
your comment at c) does concern me a little. ...