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Comments:
<0> hmmmm <0> busy doin the very-yes-environmentmappingtrick, but now my texture is micro-wrapped around my 3dobj very <0> how can I zoom the texturesize? any ideas? <1> erm, change your texcoords? o.O <2> hmmm I tried multiplying every glTexCoord2f with 100 but I don't see any changes <3> :< <3> try dividing by 100 now <3> heh <0> hmmm same story...bwoy I **** <3> read up on how uv coordinates work :]
<0> shea`: that's probably a better plan instead of bruteforcing to get it working...ok..this is it... I have to learn something *AAAAAAARGH* <0> well I'll leave it to solid shading today :) <3> heh <3> good enough <4> glTexParameter* with GL_REPEAT <4> And use glScale* on the texture matrix. <0> Madsy: the texture matrix? hmmm how do you mean? <0> call glMatrixMode(GL_TEXTURE) between glBegin and glEnd and after glBinTexture? <5> you cant put glMatrixMode between glBegin and glEnd <5> but the call is correct <5> any transformations (glScale,glRotate et al) will be applied to the texture matrix <0> wow that is a cool thing...didn't knew that <5> well, the matrix on top of the texture matrix stack actually <0> HAIL JEAH!! got it! <0> jake and Madsy and shea...you is the kings <0> still gotta do some reading on texturs thoush <4> That's just a nasty hack though. <4> You should really look into how your texture coordinates are generated. <0> Madsy: true <4> Try: <4> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); <4> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);. <4> Clamping textures with envmaps seldom works very well. <6> Is anybody alive here? <7> i replaced my gluPerspective call with glOrtho, its projecting orthogonally now, but looks inverted or something <7> ooo i fixed it <7> i have ortho <0> sort: hehe nice :) <0> use the ortho luke! <8> hi, i saw some sreencasts of glxgears running without a window and with a transparent background, as if the object is floating. how do i do that? <8> i created a 3d clock with opengl a long time ago, how would i go about getting rid of the window and make the background transparent <0> Joseph_Le : hmm dunnow..I'm curious what is glxgears anyways? <8> its like glgears, but accelerated in xwindows <5> try creating a window without borders (so you can draw on every pixel of the window), capture the screen contents behind your window and use them as a background <5> then anything you render on top will look as if rendered right on top of the desktop <8> ah good idea <5> the downside is, when stuff behind your window changes (and you usually dont update that), you will see that difference <8> i thought u could just disable a background buffer or something <5> well, the back buffer is just to get rid of flickering
<5> you render to the back buffer and swap the finished image in one operation with the front buffer <8> opengl renders the background black doesnt it, it could just not do that? <5> right, but then you would be left with the contents of the previous frame <5> not desired in most cases <5> but the background color is different from the back buffer <5> back and front buffer are just buffers to store your pixel data <5> the front buffer is what you see on screen <5> the back buffer is not visible <8> ah right <5> now when rendering stuff one after another, the backbuffer will change along the process, until the image is done <5> when done, you copy to the front buffer <8> so a full screen app that screencaptures the background and uses that as the background then? <5> if you would draw right into the front buffer, you would see as yu image is rendered .. <5> yes <8> thats why i mentioned glx i think it takes care of float 3d object, dunoo how tho <8> floating* <5> not sure, never used glx <8> http://swik.net/xwinwrap <8> this is what i want <6> does drawing lines via GL_LINES modify the depth buffer if depth buffering is enabled? Or do you need to draw polygons to affect the depth buffer? <9> All primitives can modify all buffers, including depth, stencil, etc. <10> Hi <10> All Opengl+SDL Programs which i compile myself just display a black window and a mouse arrow. Only opengl works. Only sdl works too. Other programs using sdl+opengl not selfcompiled work too. This is on linux. The same appz on windows work too. i also asked my prolbem not very successful here on opengl.org: http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=4;t=001569 <9> So you can run sdl+opengl binaries but not if you compile them yourself? <10> indeed <9> This is unusual. Do you catch errors for anything that might fail, prior to getting a black window? <10> xersd <10> *yes <10> i check every i also checked glGetError <10> -every <9> So no error and even a glClearColor()/glClear() leaves you a black window? <10> arg that were to sentence mixed <10> yes <9> Can you send me that binary? <10> sure <10> good idea btw <9> ***uming it's on Linux ia32 or amd64, preferably <10> ia32 is i368 ? <9> Yes <10> including sourc? <9> Just a broken simple binary for now <10> (few lines) <10> k <10> http://user.supradigital.org/angus/main.bin <10> @ Maloeran
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