Search:

Type: Posts; User: Roaoul

1. Thread: How to get the distance of camera from objects plane?

by Roaoul
Replies
12
Views
6,769

@rakeshthp How cool. I did something similar...

@rakeshthp

How cool. I did something similar for my dissertation, but did it all in PostScript written by FORTRAN, since OpenGL wasn't available way back then. I still have the code. Is your...
2. Thread: How to get the distance of camera from objects plane?

by Roaoul
Replies
12
Views
6,769

Not much. I think we have different ideas of...

Not much. I think we have different ideas of what you are trying to do. Carmine's directions would replace calling glOrtho() on resizing/shaping your window, I believe. If you follow those...

by Roaoul
Replies
13
Views
9,534

Croc, The call to gluPerspective() creates a...

Croc, The call to gluPerspective() creates a cool perspective matrix (Googl gluPerspective), and then multiplies that into the current matrix from the right (object) side. When you...
4. Thread: Cube squeezed while rotating, using GLKit

by Roaoul
Replies
5
Views
4,961

What you've pulled off is awesome. Don't feel...

What you've pulled off is awesome. Don't feel embarrassed. OpenGL does that to me all the time: see my post on "Lost Hello Triangle". :P Welcome to the club!
5. Thread: Cube squeezed while rotating, using GLKit

by Roaoul
Replies
5
Views
4,961

I don't know GLKit, but for regular OpenGL on a...

I don't know GLKit, but for regular OpenGL on a PC: If you want to distort/scale your object by .5(x), 1(y), .3(z) in object coordinates, then you should switch the order of your rotate and scale...

by Roaoul
Replies
2
Views
1,453

Web search "glRotate", and follow the link at the top from opengl org. That's the old way. The new way is to learn linear algebra, and compute your own model view matrix in the CPU, and use it in...
7. Thread: Clarification (Projection Matrix & ModelView Matrix)?

by Roaoul
Replies
2
Views
2,499

Change the projection matrix when your screen...

Change the projection matrix when your screen changes aspect as thokra mentioned, or when you want to "zoom", or achieve some wide-angle look, or go orthographic for a very flat look. BTW, there is...
8. Thread: glFrustum delete my current matrix

by Roaoul
Replies
1
Views
1,273

Hi Jack. I need more information to help you. Can you describe what you expect to see and what you actually do see? On the one hand you make it sound like your gl_para matrix is getting...
9. Thread: Lost Hello Triangle Going from XP 32 bit to Win7 64 bit

by Roaoul
Replies
1
Views
1,632

I found it. I had left some code in from an...

I found it. I had left some code in from an earlier unsuccessful tutorial (that needed GLEW, which I couldn't get to work).
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
Removed the depth...
10. Thread: Calculate “u” in camera coordinates glulookat

by Roaoul
Replies
3
Views
3,233

Dark Helmet's formula above matches the Man page...

Dark Helmet's formula above matches the Man page for gluLookAt (which is wrong), but not the code (which is right). As it is, you will get an orthogonal but not normal (unit determinant) matrix.
...
11. Thread: How to get the distance of camera from objects plane?

by Roaoul
Replies
12
Views
6,769

glOrtho() is good for taking measurements off the...

glOrtho() is good for taking measurements off the screen, but not for undistorted viewing with the screen at arms length, or with a large screen in a small room. For that you should use...
12. Thread: Lost Hello Triangle Going from XP 32 bit to Win7 64 bit

by Roaoul
Replies
1
Views
1,632

Lost Hello Triangle Going from XP 32 bit to Win7 64 bit

Thanks for reading. I was running opengl.org basic tutorials successfully on Windows XP 32 bits, when the company moved me to Win7 64 bits. Now everything in "helloTriangle" seems to work except...
13. Thread: How to generate random burrs on a surface?

by Roaoul
Replies
7
Views
3,998

Let me try to translate your physics into...

Let me try to translate your physics into something closer to graphics. I'm a physicist, but only a graphics novice, so one of the experienced graphics folks will need to take it from here. This...
14. Thread: 1k triangles at 60fps - acceptable?

by Roaoul
Replies
16
Views
6,697

Oh. Newbie question: What is the maximum number...

Oh. Newbie question: What is the maximum number of pixels a triangle could put to a "full-HD fragment buffer"? -thanks

by Roaoul
Replies
6
Views
4,061

GClements, I just keep saying "awesome" reading...

GClements, I just keep saying "awesome" reading your text. Most makes great sense, some is over my head, but I'll watch for them in the tutorials Alfonse showed me.

All, You guys really...

by Roaoul
Replies
6
Views
4,061

thokra, Thanks, that was itching. ;) So...

thokra, Thanks, that was itching. ;) So everything I flagged as deprecated should instead show as "removed"? But I also really don't want to use deprecated functions either, for fear they will...

by Roaoul
Replies
6
Views
4,061

Alfonse,

Thanks! Your Tutorial.org link is perfect! I will plod (scamper?!) through those tutorials. They look wonderful.
Also thanks for your advice to forget all and start fresh. I just...
18. Thread: 1k triangles at 60fps - acceptable?

by Roaoul
Replies
16
Views
6,697

Yes. Small triangles will be vertex-limited. ...

Yes. Small triangles will be vertex-limited. But large triangles will be fragment-limited. One triangle has 3 vertices, but up to 1 million fragments, each of which takes separate attention from...

by Roaoul
Replies
6
Views
4,061

Non-Deprecated Essentials Hints

Hi. Every shader tutorial and example I've found contains a lot of deprecated function usage. I need either an example, or a few particular clues (below).

I'm familiar (as a novice) with old...
Results 1 to 19 of 19