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Comments:
<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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