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Type: Posts; User: sevenfold

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  1. Replies
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    I wouldn't be asking for info if that was...

    I wouldn't be asking for info if that was possible. AMD Drivers have always been flaky, and I don't trust them enough to maintain old functions for the future.
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    Thanks for the info. Just wondering if these new...

    Thanks for the info. Just wondering if these new drivers were ripping out old functions and causing my program to crash. Must be something else.
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    Compatibility Profile?

    Simple question, what is the meaning of Compatibility Profile Context ? It's something you might see when calling glGetString(GL_VERSION) for AMD cards. Compatibility to what? forward? backward? ...
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    You're missing code that sets up your camera with...

    You're missing code that sets up your camera with GL_PROJECTION.
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    Integer buffers sound interesting, but I've never...

    Integer buffers sound interesting, but I've never had a problem with picking colors. Using integer buffers would require a OpenGL 3.0 context.

    If I set glColor3f to (1/255, 2/255, 3/255), then I...
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    I think I'm just going to use color picking for...

    I think I'm just going to use color picking for simplicity. It solves my visibility problem, which means I can throw the whole ray-tracing code out.
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    Yes, I'm using ray-tracing to pick vertices, not...

    Yes, I'm using ray-tracing to pick vertices, not OpenGL selection mode. I'm not using octrees any other kind of spatial partitioning hierarchy to store my scene.

    My problem is determining whether...
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    Ray Picking vertices

    When ray picking vertices in OpenGL, how does one exclude hidden vertices?

    I always pick the closest vertex, but this vertex may be hidden from view (e.g. behind other objects).
    How can I tell if...
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    Thanks for the idea! I can take your idea...

    Thanks for the idea!

    I can take your idea further, and dynamically change the band color depending on the background color set by the user.

    So, if the background color is gray, I can set the...
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    If I had access to the pixels, then a hack might...

    If I had access to the pixels, then a hack might be possible.

    Is there an example of how to do rubber band selection using shaders?
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    OpenGL rubber band selection issue

    I'm using this typical code for rubber band selection:



    glEnable(GL_COLOR_LOGIC_OP);
    glLogicOp(GL_XOR);

    // draw rect

    glDisable(GL_COLOR_LOGIC_OP);
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    Do you call this function many times with the...

    Do you call this function many times with the same data?
    Then fix your data. Make sure all of it is normalized, one time only.

    There is no need to clamp normalized data.
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    If your vector is always normalized, then there...

    If your vector is always normalized, then there should be no reason to clamp it, right?
    Just cast those values straight to int. I see no reason to use fabs and 0.5f.

    Why don't you just stick in...
  14. Thread: extrusion

    by sevenfold
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    It's very easy. Just make a copy of the 2D shape...

    It's very easy. Just make a copy of the 2D shape and connect the edges between them. Every edge pair will form a quad, or two triangles if you want.
    You don't need OpenGL to do this either.
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    Yes, a manifold mesh is what I meant. The forum...

    Yes, a manifold mesh is what I meant. The forum won't let me edit my previous post to make the typo correction.
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    I'm not sure what you specifically want, but the...

    I'm not sure what you specifically want, but the repeat factor would probably be the line length divided by the stipple length.

    If you want to emulate OpenGL's glLineStipple for thick lines, then...
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    I was thinking you could have used some kind of...

    I was thinking you could have used some kind of corner cutting technique and discard the old point,
    but you can just keep it and average the old point instead:
    ...
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    You don't have to "push out" the edges. The...

    You don't have to "push out" the edges. The process of subdivision makes them smoother. You're adding more points to the shape to make it smoother. Just keep on subdividing the edges by their...
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    Sounds like a Google question to me. Just divide...

    Sounds like a Google question to me. Just divide the edges at their midpoints and connect them.
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    Fixing flipped faces only works consistently with...

    Fixing flipped faces only works consistently with closed meshes. So, all faces of a closed mesh will either point inside or out. You could simply pick a random face, and flip all surrounding faces...
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    Thanks, I need to support at least OpenGL 2.0, so...

    Thanks, I need to support at least OpenGL 2.0, so I wouldn't be able to use it.

    I did come up with a solution, but it's not very efficient.

    I would have to render the scene in multiple passes. ...
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    Color picking with hidden faces?

    I searched and couldn't find anything on this topic.

    I would like to use color picking to select mesh faces, however I would also like to select all faces, including faces that might be hidden...
  23. I have the same problem with 3dsmax. As soon as...

    I have the same problem with 3dsmax. As soon as it starts up, my OpenGL program literally freezes and
    becomes incredibly slow. It's like watching paint dry. Even after I quit 3dsmax, my program...
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    Movement is always projected along a straight...

    Movement is always projected along a straight line, flat or curved.
    I would calculate the tangent at the current position and move along that.
    If you're jumping on a sphere, use a gravity vector...
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    If you're working with edges, you should probably...

    If you're working with edges, you should probably use a half-edge data structure to find them quickly and easily.
    Then you can start building your own tools upon it.
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