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<0> i don't understand the teacher's solution to a question. She says that an object rooted at some point <5,5,5> and scaled by a factor of 3 along a vector <1,2,1> is just equivalent to the matrix T^-1*S*T where T is a translation matrix in the -5,-5,-5 direction and S is the scaling matrix along vecotr 1,2,1
<1> can anyone help with me a transparency question ?
<1> i wanna draw a black quad over the screen with say 50% transparency to make everything darker



<2> And what's the problem?
<1> just not sure which blending function to use
<1> glBlendFunc(GL_SRC_ALPHA,GL_ONE); works but not if the colour of my quad is black :p
<2> glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable( GL_BLEND );
<1> i'll try that
<1> works, many thanks :)
<2> That is : FinalFragment = IncomingFragment*SourceAlpha + FragmentAlreadyInBuffer*(1.0-SourceAlpha);
<2> Great, good luck!
<3> if im making a 2d opengl program, does it need to be object orientated
<4> hi, I am trying to run two animations say anim1() and anim2() in a sequence - but they keep running at the same time when I put them in the draw function. I tried using glFinish but that didn't work. Any recomendations?
<4> basically I can't find a way to say: only when this function is complete, run the other
<4> hi, I am trying to run two animations in a sequence - but they keep running at the same time.I tried using glFinish but that didn't work. Any recomendations?



<5> I'd just like to announce that I wasted an entire day of troubleshooting due to lack of mylist = glGenLists(1); Thank you.
<2> Nader_, call one after the other, keeping track of how far you are?...
<4> yeah I kind of figured it out
<4> I thought it would be simpler though
<6> It is as simple as it gets.
<6> You need to keep track of time.
<6> Where time is the starting time, and how long it has been running.
<7> im a bit confused, why does a shader that is doing per vertex lighting mixed with and environment map, takse as an input to the vertex shader a texture coordinate, that isnt even used, is it just a place holder??
<8> MelanyO, to p*** it through to the pixel shader?
<7> the pixel shader isnt using it either
<7> there is no base texture only the env and computed color


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