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  1. ok, I think it was working after all. When the...

    ok, I think it was working after all. When the station was very far away I was drawing a large wireframe sphere around it so I could still see it in the distance...and that sphere was disappearing....
  2. ? Clipping Planes and Depth Buffers with gluPerspective() ?

    I'm trying to draw a space scene where I can be very close to one object and yet see another object far away. I've been developing my application in JOGL (Java OpenGL bindings) and upto now I was...
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    I think I almost have it. So far I did a couple...

    I think I almost have it. So far I did a couple of hand calculation tests and comparing the result against some screenshots I took and I'm matching. I need to do a couple more to make sure it's not...
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    You are spot on as to the zNear/zFar values, and...

    You are spot on as to the zNear/zFar values, and yes, the matrix output is my print statements and I knew I was potentially wrong on the order - I couldn't remember whether it was row or column major...
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    So far I understand the first part where you gave...

    So far I understand the first part where you gave the following equations:



    X = distance * cos(elevation) * sin(azimuth)
    Y = distance * cos(elevation) * cos(azimuth)
    Z = distance *...
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    I was messing with my camera inputs to see how...

    I was messing with my camera inputs to see how they affect the PROJECTION matrix.

    So, if I understand this correctly, the Projection matrix components are linked to my Field-of-View values and to...
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    I might have to do that if I can't figure out...

    I might have to do that if I can't figure out this doable math above...I know I'm missing something easy.
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    I'm having some trouble with the calculations -...

    I'm having some trouble with the calculations - I'm basically not getting anything reasonable so I thought you could possibly see where I'm going wrong.

    Here is my test case picture - ignore the...
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    Sorry for the late response - I was sick and then...

    Sorry for the late response - I was sick and then had Jury Duty yesterday so I am only now going to try your suggestion. I initially thought I could convert from spherical to cartesian but that...
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    ? Pincushion Distortion with a Camera ?

    How can I account for a pincushion distortion to properly draw a pan/tilt (or azimuth/elevation) point on my screen?

    Let me explain the purpose first. I am trying to predict the location of the...
  11. Re: ? Display Lists and glColor causes slow down ?

    I think the issue I'm getting bit by is something I would not expect. I put in a bunch of timing calls all over the place just see where my bottleneck is occurring.

    Before I would render a 3D...
  12. Re: ? Display Lists and glColor causes slow down ?

    I have Vertex Array rendering and VBO rendering coded up as well, but I'm seeing worse performance than using display lists so. Also because of the way that the 3DS model can have multiple textures...
  13. Re: ? Display Lists and glColor causes slow down ?

    I put in some timing calls to see if can measure the bottleneck and I found NO CHANGE in timing...everything was happening super fast. I believe I have something else in my main code that is being...
  14. Re: ? Display Lists and glColor causes slow down ?

    The example I gave was rather simplified to make my point. I need to keep the glColor call inside my loop because I actually have more than a simple color - I have texturing code, etc based on what...
  15. ? Display Lists and glColor causes slow down ?

    I'm having a curious slowdown when creating a display list that makes no sense to me. The slowdown is quite noticeable and I was able to narrow it down to something rather silly and has me stumped.
    ...
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    Re: ? Colors per vertex or per face ?

    thanks...that makes sense though it seems kind of costly to duplicate the vertices.

    I tried my idea of setting the color within each 'group' call (in the for loop) without using the...
  17. Re: Using opengl for a intensive engineering charts

    If your displays are typically 2D why don't you use something like Java (2D with Swing) to make the interface and the graph displays? 3D might be overkill and could limit you to certain platforms.
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    ? Colors per vertex or per face ?

    I'm trying to render a 3DS model and I'm having trouble rendering properly using Vertex Arrays - specifically getting the colors correct. This is sort of a followup to another topic I had posted: ...
  19. Re: ? Texturing many triangles - 3DS loader question ?

    fyi, the bucket idea worked (as you would expect) for Immediate mode (or Direct mode or whatever it is called). Now I am trying to make sure I have optimized it so that it at least performs as my...
  20. Re: ? Texturing many triangles - 3DS loader question ?

    Thank you Dan and V-man for the replies and suggestions.

    I had the feeling that I probably need to sort the triangles but I was trying to see how bad it was going to be in the current state. Do...
  21. Re: ? Texturing many triangles - 3DS loader question ?

    FYI, the first time I use the glCallList() is slow as heck to render the display list, but I believe that is expected since that display list is uploaded to the memory. It is frustrating because it...
  22. ? Texturing many triangles - 3DS loader question ?

    I am trying to figure out how to correctly texture an object that is comprised of many triangles and each triangle has an assigned texture id. What is the proper way to do it?

    If you want to draw...
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    Re: How can I draw navigator button on GLcanvas

    First of, for JOGL questions go to this forum:

    http://www.javagaming.org/index.php?board=25.0

    Now on to your question regarding the button. I don't know what Google Earth has per se so I'm...
  24. Re: ? Curved surface - overlay a surface on a sphere ?

    yeah, sorry...too quick on the cut/paste of the links and I screwed it up. Now they are correct so yes you can see my issue. Time to figure out the subdivisions.
  25. Re: ? Curved surface - overlay a surface on a sphere ?

    ahh...good one. That makes good sense.
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