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<0> i've got a problem with loading two objects at once. i made a cl*** for my object, and one of it's properties is it's coordinates. i can render and manipulate that one, but when i make a new object and i render everything in the same way except for the coordinates, nothing shows up on the screen at all <0> any suggestions, or do you want me to paste the code on a website? <0> like, is the some function that needs to be called to load multiple things? gah, i'm even confusing myself <0> http://rafb.net/paste/results/CaoUEP30.html <0> that's the relavant code <0> it's only about 20 lines <1> if you remove the cpu.gldisplay call it works? <0> yeah <1> so whats in that function? <0> let me compile it again to check <0> well, all the relevant code in the gldisplay code is right there <0> in ship::gldisplay() <0> cpu is declared as a ship type <1> i see <0> and it has a set of coordinates in an array called coords[9] <0> hm..
<0> well this is odd <0> it worked yesterday, and now it doesn't <0> even if i remove cpu.gldisplay <1> try removing the glLoadIdentity line? <0> nope, nothing. are my push and popmatrix() functions in the right place? <1> there is no pop in the paste <0> i'm really stumped, cause this worked last time i compiled it <0> woops, well the pop comes right after the two player and cpu.gldisplay() functions <1> player works but cpu does not? <0> not anymore, for some reason <0> hold on, let me fiddle with this, it could be a variety of errors. yay for no error checking code <0> well, it looks like the problem is that it's only showing up for one frame <0> then going black <0> which could be caused by a lot of things <0> well, here's my question, when you're rendering two things using glbegin and glend, do you put the pushmatrix before everything, then pop After everything? <0> or do you push and pop in between? <2> That's not allowed. <0> what <0> pushing and popping more than once between frames? <2> No, altering the matrix or the matrix stack between a glBegin call and a glEnd call. <0> no i mean <0> do you do it like this: <0> pushmatrix(); <0> glbegin() <0> blah <0> glend() <0> glbegin <0> glend <0> popmatrix()? <2> Beats me. I don't know what transformations you are implementing. <0> well, chances are i should probably re-RTFM <2> Why push and pop if you don't do any transformations at all? <0> well i Am doing transformations <0> did you look at my paste? <0> http://rafb.net/paste/results/CaoUEP30.html <0> where should my pushes and pops be in that code? <2> What do you actually try to do? <0> ok <2> Do you want to rotate the ship around its own axis? <0> it rotates depending on which key is pressed <0> that's in a different part of the program <0> it changes the value of ship::angle <0> well, actually <0> it changes the value of player.angle <0> and i just want the cpu one to render and sit there right now <0> while my player one moves around <2> Your code snippet is very short. It's impossible for us to know what state the model view matrix is in. <0> and here's the deal, when it was working before, i could move and rotate the triangle no problem, the actual transformations aren't causing the problem <0> ok, you want the whole program? it's about 200 lines <2> Or what coordination system your ship are relative to. <2> No, I'm off for work in 10 minutes. Sorry :-) <0> gaaah <0> well here it is for anybody else <0> http://rafb.net/paste/results/DV9RUI86.html <2> Awfyl NeHe code. <2> Anyway, you forgot to reset your matrix to identity. <0> oh? <0> well i'm just starting, i'm really trying, despite my noobish tendencies <0> what do you mean by that? <2> And you have probably multiplied the modelview matrix with an orthographical projection matrix. <2> The identity matrix is the matrix definition for 1.
<0> oh. so what function did i screw that up with? <2> You can't simply remove code to fix this problem. <0> i figured as much. <0> well, could you perhaps briefly explain why i seem like such a ****up right now before you head off? <2> You have to make sure you set up your ortho projection with the projection matrix. <0> ok, stupid question <2> glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(..) <0> how will i know what the projection matrix is? <0> oh <0> so i do it in that order? <2> And before you draw anything, after or before clearing the buffers, do: <2> glMatrixMode(GL_MODELVIEW); glLoadIdentity(); <0> oook <0> i'll fiddle with that <0> thanks a lot <2> http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q6 <2> Read that :-) <0> guess what? <2> No problem. <0> it wasn't my projection matrix, i just added in loadidentity after ortho and it works <0> although the second triangle doesn't show up yet, it's progress <0> thanks <2> "It works" isn't neccesarily the same as "It's correct" <0> oh <0> well working is always better than not working <0> i'll add the other things in, of course, but i'm just glad it was a simple omission somewhere <2> The driver can play tricks on you. Follow the opengl specifications to avoid any nasty supprises later. <2> Eh? <2> You reset the matrix after multiplying it with the orthographic projection matrix? <2> Do you even know what you are doign? <2> doing* <0> of course i do <2> My advice: Stop guessing, start learning and knowing. <2> Then why didn't you omit the orthographic projection in the first place+ <0> i'm not poking in around in a dark room with the stick of ignorance <0> i'm really trying <0> omit the orthographic projection? i kinda need that <0> or at least i thought i did <2> glOrtho() .. glLoadIdentity(); isn't of much use. Then you simply reset the matrix, destroying your projection. <0> well if i omit ortho, even before loadidentity, it won't work <2> Then your vertices are wrong, or your ortho parameters are wrong. <0> it's doing the opposite of what you're saying, that loadidentity is making it work, not the other way around <3> How goes it? <0> no, my ortho paramaters are right, ortho has a tendancy to not work at all if your paramaters are wrong <2> Removing code until it works, must be the one most lame thing to do in this universe. <0> not nessecarily, it at least shows you what's causing or not causing the problem, in some cases <2> Anyways, I'm off. <0> yeah, thanks for your help <0> i'm really trying to not be a n00b, but i'll rtfm a little more <0> but thanks <2> It has never been a good substitute for rtfming <0> yeah, i know <2> I didn't help, because you didn't do what I said ;) <0> dammit, i've really been trying to RTFM, but i just can't get my head around something <0> i've got this code here: http://rafb.net/paste/results/fthPgk34.html <0> and i can render and manipulate one object, but as soon as i tell it to render two, it'll only render the first one i tell it to render <0> in lines 125 and 126, that code displays those objects, but it'll only display the first one in the list, if i rearrange them, it's always the topmost one that renders <4> your use of the gl-matrices seems incorrect. <4> it looks like you're setting up an ortho matrix on the modelview stack <0> so what should i change? i'm sorry to sound like such a n00b, i'm really trying not to, i've been avidly reading the red book <4> you want to be in projection mode (glMatrixMode(GL_PROJECTION)) when you set up your projection (the glLoadIdentity/glOrtho) <4> then you want to switch back into modelview mode <4> and render objects <0> aha, i see <0> i'm sorry, it appears i've been wasting your time, madsy told me almost the same thing earlier, but i was too busy fixing another problem to notice that he was telling me how to fix *this* problem <4> :) <0> but thanks though =) <5> I cant believe im still having problems with bsp tree's <3> Hrmm, I'm curious, I've got a bit of a hierarchy of structures with a lot of stl containers in there, and some of which the elements I dynamically allocated. So when the deconstructor is called, I'm freeing the allocated memory, but I'm curious about the containers themselves. <3> Do you think it would be cleanest to resize the structures to 0 in the deconstructors or does it matter? <5> whoa <3> what? <6> as long as you call delete, it will properly free the memory
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