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Comments:
<0> Dont think this is a help chan but is anyoen familar with 3ds max? <1> The topic is mostly OpenGL programming help, but perhaps you'll find someone to help with 3dsmax <0> mmm <1> There must be a channel about 3dsmax somewhere, try google or other networks if you don't find anything <0> true, foudn this one threw google :p <2> there's a cracking blender channel on freenode ;) <0> my problems with 3ds max spesificly, but thanks <2> I know, it was deliberate <2> what's gluPerspective, redbook uses it but I don't have the headers/libraries to use it
<2> got it, it's in glu <2> oddly ;) <3> can someone advise me of what blend function to use to make a texture's black components transparent? <1> Only the black color? Can't be done unless you use a fragment shader and alter the alpha component based on RGB <1> Alternatively, supply your texture with an alpha channel which you can compute from the RGB part <3> can I do that with a bitmap tho? <3> or would I have to use something else? <1> That format can't contain an alpha channel, but you can load it and add an alpha channel yourself at runtime <1> Still preferably, use a better format like png <4> is it just me, or does DX10 complete removal of FFP, make it much hard to get started with? <4> i miss the ability to just turn on an otopn and it work, but now every combination of effect need its own complete shader <1> Doesn't seem to be the right channel. OpenGL still got its FFP <5> yes, the FFP mising is going to make it alot more hadrer for the amateur gamedev ihmo.. es. those trying to get started <1> How can they write backwards compatible code then, something that will run on a gf4 or so? <5> gf2 dude <5> gf3 and 4 had PS and VS <1> Not really, they had register combiners ; not serial programmable shaders <5> A Reuters new article reports the development of the world's densest memory circuit at Caltech & UCLA. The circuit has a bit storage density of 100Gb/cm^2 <1> RAM got to increase in speed mostly, it doesn't keep up with processors <6> Maloeran: Are you sure? I believe that the GF4 had GL_ARB_fragment_program? <6> Or a vendor extension which was similar. <6> I.e a very basic ***embly like shader language <5> GF4Ti had 1.2 PS <6> Rangar: Something DirectX'ish? <5> oh, PixelShader <5> PS, FS, same thing really <2> Morning <7> hello <8> hi all <9> hi <3> can someone help me? I finally managed to load a TGA image as a texture, but where the alpha layer is, it's picking up on a previous glColor ***ignment and filling it in with that instead of being transparent.. Any ideas on what I missed? <1> Did you load the texture to have an alpha channel? <1> Paste your glTexImage2D call <3> glTexImage2D( GL_TEXTURE_2D, 0, tgaImage.m_texFormat, <3> tgaImage.m_nImageWidth, tgaImage.m_nImageHeight, <3> 0, tgaImage.m_texFormat, GL_UNSIGNED_BYTE, <3> tgaImage.m_nImageData ); <1> And what's tgaImage.m_texFormat? <3> i dunno. :) I'm using a tga.h file that someone else created, and just using their example that's supposed to be displaying a texture with transparent areas.
<3> i'm wondering if one of my modes is off? like blending or alpha or something like that? <1> If you get blending but only with the primary color, apparently ignoring the texture's alpha, I don't think that's the problem <3> because the image itself is displaying correctly, it's just the areas that are supposed to be transparent are filled with the glColor setting. <1> Did you enable blending? <3> yeah. I've tried it will it enabled and disabled and it just spits out the same thing. <1> What's your glBlendFunc, default? <3> glBlendFunc(GL_SRC_ALPHA,GL_ONE); <1> ResultingFragment = Incoming*SRC_ALPHA + WhatIsAlreadyInTheFrameBuffer*1.0; <3> ok. so what would you suggest I use instead? :) <1> I don't know what you want to achieve nor too sure what you are presently getting <1> Blending should presently work, but any blended primitive sees its color "added" to what's presently there, saturating up to white <3> hmm. ok, I seem to have figured it out somehow... <3> by changing the texenvf to modulate, and changing the color4f to white that seemed to work.. <1> Ah right, good. I was going to ask about TexEnv() after clearing up blending <3> thanks for your help. :) <2> Maloeran: can you move the origin? say I wanted to draw a model around 10,4,-2 instead of 0,0,0 <1> Not exactly, but you can translate your modelview matrix by which everything is multiplied ; ends up pretty much the same <2> so just draw it at 0,0,0 and move the lot then? <10> zid`, look up translation in the redbook <2> med: NO U? <2> in all honesty it's easier to ask maloeran <10> page 70 <2> hmm what image format should I use I wonder <2> png? <1> png is fairly good , yes <2> I love pngs <2> be there libpng for mingw I wonder <1> I'm sure it's portable <2> I think there's a patch for it to make it build on mingw <2> so that I can use it <2> binaries would be better :/ <2> oh wow <2> zlib built fine without so much as a warning <1> There's no reason for these libraries not to be fully portable <1> Except to architectures where bytes aren't 8 bits perhaps, and so on <2> I usualy have a lot of pain trying to build apps with mingw that were originaly from linux <1> Libraries like libpng should be quite fine <2> what am I looking for here, .a files? <2> yep <2> cp *.a \dev-c++\lib worked well enough for libpng to build <2> now, off to read the docs on libpng to see if I can't get a png displayed instead of my bmp, back in a few days <1> Grab an example, simple stuff <2> using my existing ogl <2> as in, s/bmp/png and have it 'work' <2> I like the way png renders, it's cool
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