Please, help me with my problems. I need it for the real scientific work, so, I’ll be very thankful. First of all let us assume that I’m rendering this stuff - http://camellab.spb.ru/pub/sample.GIF . Each small cube’s edge length equals 1. Blue axis is Z, red is X, green is Y. So big cube consists of 999=729 small cubes. So big cubes lies from point (5,5,5) to (-4,-4,-4)
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On this picture I’m looking to it using gluLookAt(2,2,2,0,0,0,0,0,1). If I understand everything rigth then point (2,2,2) lies inside the big cube, but it looks like I’m looking from outside the cube. Moreover it renders same picture if I do gluLookAt(3,3,3,0,0,0,0,0,1) or gluLookAt(4,4,4,0,0,0,0,0,1). Why? I don’t understand how eyepoint’s coordinates are measured…
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You can see strange white horizontal strokes on light red small cubes in the bottom. I’m getting number of such deffects from time to time. What’s the origin of them, I’m drawing solid small cubes?
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At the very beggining, I was rendering to the memory. So, I started like this:
PIXELFORMATDESCRIPTOR pfd ;
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pfd.dwFlags=PFD_DRAW_TO_BITMAP|PFD_SUPPORT_OPENGL|PFD_SUPPORT_GDI;
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And my 729 small cubes were rendering for the very long lime. I have quite cool PC with NVidia video-card, but nevertheless it takes significant time to render (several seconds). The fact is that I have to render much bigger cubes (100x100x100), so it is close to impossible for now. As I learnt I was getting Microsoft’s renderer when choosing pixel format. So, I tried to render on the live control and I got NVidia’s renderer and it is much quicker. The question is how can I choose the renderer? Can I render using NVidia renderer to the memory bitmap?
P.S. Yes, it is all under Windows.
Thanks beforehand!