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Type: Posts; User: didydriver

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    Sorry its a glut callback. You are right no...

    Sorry its a glut callback. You are right no accomplishment. I don't use glut so I'm not to familiar with its protocols. Just trying to demonstrate how the for loop was effecting the buffers by...
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    On the link that you posted it has a usage:...

    On the link that you posted it has a usage: section describing how to use the file in your project.
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    one more thing if you want faster code change it...

    one more thing if you want faster code change it to something more like


    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    for(int i=0;i<=3;i++)
    {
    glutDisplayFunc(display);
    x=x-.10;
    ...
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    exactly what image library are you trying to...

    exactly what image library are you trying to install? Does it have a built in template for VS? Is instillation even required or can you simply link the DLL or LIB and import before including the...
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    1. is a function found inside of the windows...

    1. is a function found inside of the windows library ( should be easily corrected by linking the standard windows library files ) and opengl32/glu32/glew library files
    2. should be fixed when you...
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    try making string word; a global and passing it...

    try making string word; a global and passing it to the other printtext(x,y,string); the overloaded function might be confusing to anyone that uses this other than yourself so make notes in the file...
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    Pyramid? Why are you using 4 variables in order...

    Pyramid? Why are you using 4 variables in order to assign each side? Secondly Display contains glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    which pretty much whipes the buffer and sets it to...
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    This is a very tricky matter on any 3d...

    This is a very tricky matter on any 3d application where all 3 axis are used in order to represent when a mouse is at. You have many options at this point. 1 create an image of the environment at...
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    I'm not even sure what that flag is. If you are...

    I'm not even sure what that flag is. If you are doing it by code vs texture then take up trig because it's going to be an adventure. Bruce Eckels didn't name his book "Thinking in C++" for nothing.
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    You are already using windows as a base. I don't...

    You are already using windows as a base. I don't know if you can do so inside of a glut function , but maybe using
    LRESULT CALLBACK WNDPROC would be an easier solution. There is plenty of...
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    For an .obj you will either have to dynamically...

    For an .obj you will either have to dynamically link it to the project or add the .obj to the linker. Either way you must include the header file, create a pointer to the object , and define the...
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    have you tried? glTexImage2D(GL_TEXTURE_2D,...

    have you tried?


    glTexImage2D(GL_TEXTURE_2D, 0, 0, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &imageData[0]);


    Also what are the dimensions of the image you are trying to...
  13. and now

    If you used the function that I posted above now we can get to something a little more complicating. This next part is very partial but you can easily examine it and decipher how to acclimate it to...
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    unsigned int face[9]; for (int i = 0; i < 9;...

    unsigned int face[9];
    for (int i = 0; i < 9; i++)
    {
    double value = face[i] - 1;
    faces.push_back(value);
    }

    for (int f = 0; f < (int)faces.size(); f += 3) {

    int...
  15. something i need to know

    (su* sv * cw-cu * sw), << was this intended as is or ((su*sv*(cw-cu)*sw))?
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    very nice start

    The fact that you wait for a callback before drawing is good. However you should probably draw first and wait for another callback before redrawing. Secondly, I think this one was overlooked...
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    GlutSolidCone I believe is drawn at a 90 degree...

    GlutSolidCone I believe is drawn at a 90 degree angle. Changing th variables will do nothing to the rotation. You must rotate the object before drawing.
  18. Any rotations done prior to the object being...

    Any rotations done prior to the object being called are held by the state. There for at the point that you have assigned is where the translation is occurring. Change your point of draw...
  19. Does that mean opengl is not backwards compatible...

    Does that mean opengl is not backwards compatible to 1.1?
  20. much simpler way

    [QUOTE=technologist;1289343]I'm currently doing a work up of FPS camera math. I know that there is an overwhelming slant to the matrix based approach, but my white whale lately has been the...
  21. not a simple answer

    There is multiple ways you can do this.
    1. Use the objects from your game that do the calculations and add them to the project
    2. Convert what you use the graphics for into your project...
  22. It's just an FOV calculation

    This would be only one angle for the FOV || Field of View. Its not telling you how to set it but giving the a basic pothagorem therum to demonstrate how to calculate the FOV of the players camera. ...
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