I've got a little objective-c utility program that renders a convex hull. (This is to troubleshoot a bug in another program that calculates the convex hull in preparation for spatial statistical analysis). I'm trying to render a set of triangles, each with an outward-pointing vector. I can get the triangles without problems, but the v...
Hi,
I'm working on a simulator which relies on OpenGL to display symbols, maps, moving items... as layers/textures.
We are investigating different options to introduce multitouch support in the simulator.
WPF is one of the options, as it could provide interesting productivity factors for GUI development. A prototype has been built but...
Right now my application rotates on camera.rotationX, Y Z and does a -translation of camera.x,y,z on the modelview matrix. How could I equivocate this to a call to gluLookAt?
Thanks
basically how could I get this:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//starts here
glRotatef(Camera.rotx,1,0,0);
glRotatef(...
What little information I managed to dig out on developing in-game overlays (similar to what Steam does) mentions having to intercept calls graphics API's frame swapping function, and hook my own drawing routine in it.
This appears to be what Mumble (a gaming VoIP) is doing. Since I've never done anything that involves hooking, and sinc...
Is there any fast(for performance) way to detect in glsl if fragment has been multisampled, but in second(light) pass using textures where been 1st pass rendered. Or how is opengl storing informations about multisampling?
...
I'm trying to blend 2 images together in the following way:
Image 1 should be drawn as the base image. Image 2 should be drawn overtop of image 1. Anywhere image 2 is non-transparent, it should replace the contents of image 1 (not blend, but overwrite what is there). Wherever image 2 is transparent, image 1 should show through. I've tri...
I have this SphereInFrustrum function here:
0.49% int FrustumG::sphereInFrustum(Vec3 &p, float radius) {
int result = INSIDE;
float distance;
2.40% for(int i=0; i < 6; i++) {
7.94% distance = pl[i].distance(p);
12.21% if (distance < -radius)
0.67% return OUTSIDE;
3.67% else if (distance < ...
I', using GL_FOG, but it really only fogs up my geometry, I would like a way for the fog to feel like it encumbers an area, not just fog up my geometry, sort of like a box of fog...
Is there a way to do this? Or possibly another way to give a smooth draw distance transition?
Thanks
...
Here is my issue. I'm rendering axis alligned cubes that are all the same size. I created an algorithm that rendered around the player like this:
******
******
***p**
******
******
While this does work, the player does not see this whole radius.
I know the player's rotation angle on the Y, so I was hoping to modify my algorithm based ...
I noticed that unless I re-call VertexAttribPointer, there's not input to shaders after a BindBuffer. Is that necessary? The shaders may not change in writing but only the buffers used.
...
Hi everybody, I'm currently trying to use Eigen math library with Opengl. I've some typedefs for Vector3f from Eigen, say Vec3, so that I can use it as a coord for my vertices. I also have a structure for a vertex with coord (vec3), normal (vec3) and color(vec4). When I try to use vertex arrays (I'll use VBOs once I make vertex arrays wo...
So I'm at a point that I should begin lighting my flatly colored models. The test application is a test case for the implementation of only latest methods so I realized that ideally it should be implementing ray tracing (since theoretically, it might be ideal for real time graphics in a few years).
But where do I start?
Assume I have n...
Is there a way to draw a cube like this and as a result, only upload 8 verticies and 24 indicies to the graphics card? If so how could this be done?
Thanks
I currently do it like this:
boxdims.x = w;
boxdims.y = h;
boxdims.z = d;
center = c;
GLfloat vboverticies[72];
GLfloat vbonormals[18];
Vertex3f verticies[...
My little game engine basically has a 3D array Cubes[x][y][z] (its actually a big 1D array but I'v done some overloading). I know which cube in X Y Z that the player is standing on. The player will be able to shoot a cube to destroy it which is why I need to figure out how to find the Cube that the mouse is under. I found some OpenGL doc...
I have a texture being drawn to a quad. The texture is the repeating pattern in the top-left corner of this screenshot: http://img828.imageshack.us/img828/3305/blahpv.png
The opengl texture is only 3px by 9px and the texture coordinates I'm passing are very large numbers and it loops over the 3x9 texture by using GL_REPEAT. Any explanati...
Hi,
I'm currently learning the differences between OpenGL 2 and 3, and I noticed that many functions like glVertex, glVertexPointer, glColor, glColorPointer, etc. have disappeared.
I'm used to using Cg to handle shaders. For example I'd write this simple vertex shader:
void main(in inPos : POSITION, out outPos : POSITION) {
outPos...
Since now javascript gets compiled to machine code by browsers. I was wondering which programming language gets better performance between java and javascript. I'm thinking of writing a 3d browser FPS or MMO and am trying to decide between the two.
Also what are thoughts on compatibility? It seems like with java and opengl I could ...
Here is what I'm trying to do. I'm trying to make a bullet out of the center of the screen. I have an x and y rotation angle. The problem is the Y (which is modified by rotation on the x) is really not working as intended. Here is what I have.
float yrotrad, xrotrad;
yrotrad = (Camera.roty / 180.0f * 3.141592654f);
xrotrad = (...
Hi all, after reading stackoverflow questions on the topic, I am not able to find a solution.
I have a Rubik's cube displayed using OpenGl in a Java Eclipse application and I want to "rotate" this cube in response to mouse events.
I started with a "naive" (isn't it ?) solution as described here: http://stackoverflow.com/questions/14264...
Hi all, I've wrote a simple opengl program to make some test. Here is the program:
#include <QApplication>
#include <QGLWidget>
#include <QTimer>
#include <glut.h>
class Ren : public QGLWidget
{
public:
Ren() : QGLWidget()
{
timer = new QTimer(this);
connect(timer, SIGNAL(timeout()),
this, SLOT(updateGL()));
}
void startUp...