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Type: Posts; User: DragonForce99

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    1- you dont have to call...

    1- you dont have to call gl.Enable(OpenGL.GL_TEXTURE_2D); many times in loop function one time is enough then Disable when you dont need it
    and so (gl.Disable(OpenGL.GL_TEXTURE_2D);)
    2- to...
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    try to add uniform camera position varible and...

    try to add uniform camera position varible and pass it to glsl
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    check the uv Texcoord

    check the uv Texcoord
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    1- if you are using glsl torender your texture...

    1- if you are using glsl torender your texture you don't need glEnable(GL_TEXTURE_2D);

    2-
    FreeImage_GetWidth(image), FreeImage_GetHeight(image),
    0, GL_RGB, GL_UNSIGNED_BYTE, image->data);
    ...
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    channel men how many channel each pixel Channel...

    channel men how many channel each pixel
    Channel 1 = R-Red
    Channel 2 = G-Green
    Channel 3 = B-Blue
    Channel 4 = A-Alpha
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    if channel = 3 us GL_RGB channel 4 Use...

    if channel = 3
    us GL_RGB

    channel 4 Use RGBA
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    you are using GL_RGBA are sure that your chanel...

    you are using GL_RGBA
    are sure that your chanel is 32?
    are you using jpg image you most check channel first
    check the width an height
  8. no openggl is for rendering api if you want to...

    no openggl is for rendering api if you want to add this specific you cane use Libraris support do it GUI
    SDL Spport Openg gl Window and GUI

    or you can render an button using opengl and program...
  9. you may cannot see the deffrent add number of...

    you may cannot see the deffrent
    add number of objects (near, far, middle, ....)
    make your projection's far plane 100 or 50
    and see the result if you got the smae result try to calculate dipth ...
  10. yes i got this problem beffor and i found out...

    yes i got this problem beffor and i found out that i'v allo allocated arra[3] am while i am using 4
    just like what "GClements" said This is a C++ problem, unrelated to OpenGL.
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    good for you :D

    good for you :D
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    1- bondeindex and bonweight are attributes in...

    1- bondeindex and bonweight are attributes in other world max bone each vertex will be 4
    each vertex most has 0-4 bone effect on it

    2- to do it in vertex shader

    in vec3 position;
    in vec2...
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    1- bondeindex and bonweight are attributes in...

    1- bondeindex and bonweight are attributes in other world max bone each vertex will be 4
    each vertex most has 0-4 bone effect on it

    2- to do it in vertex shader

    in vec3 position;
    in vec2...
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    learn FBO render to texture vary well make...

    learn FBO render to texture vary well


    make shader program to calculat your shadow

    gl_FragColor = vec4(distance(LightPosition,Vertex)/MaxLightDistance,0,0,Alpha);

    and you get depth result...
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    i see i understand what you are talking about you...

    i see i understand what you are talking about you can finde my anser above
    in your code you are using shadow map
    you only need one shadow
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    i dont know about your matrix you may need to...

    i dont know about your matrix you may need to transpose it ... what ever you got a problem and you have to makesure that you final resulat is currently
    i recomend you to use GLM library its vary...
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    frustum splitting is confusing to me i dont knw...

    frustum splitting is confusing to me i dont knw what dose it mean
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    if you calculate your matrics very well make sure...

    if you calculate your matrics very well make sure that you are using this equation

    Position = ProjectionMatrix * ViewMatrix * Transform

    don't change the organization of equation...
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    Can I implement it without frustum splitting? ...

    Can I implement it without frustum splitting?

    your question is strange looks like you need to read about shado map

    1-read about FBO (Frame Buffer Object) or render to texture

    2-read about...
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    in short you can't but you can use gui...

    in short you can't

    but you can use gui libraris like gtk+opengl

    take a look:https://projects.gnome.org/gtkglext/

    or use SDL for gui
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    all what you need is add some attributes to your...

    all what you need is add some attributes to your vertex

    1 vertex Bonesindex(int array)
    2 vertex weight(float array) ranged between [0-1]

    you have array of matrix (bones) so multiply bone's...
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    hello take a look ...

    hello

    take a look
    https://www.opengl.org/wiki/Skeletal_Animation
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    yes i'll use it for skeleton also for animating...

    yes i'll use it for skeleton also for animating my 3d objects (car,air plane,..)wich moves static movement. so #2 will be better in gaming. thank you so much for helping :)
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    Animating nodes objects

    hi guys :)

    i am traying to make animation movement in opengl by making frames list each animation just like this

    A- animation contains number of channels
    B- channels contains 3dNode and number...
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    Static Mesh and Dynamic mesh

    hi guys :)
    about Static Mesh and Dynamic i have several question
    in the first i would like to talk about Skeleton with VBO
    About skeleton with VBO i discussed this thread.

    i hoave three way...
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