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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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