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officialhopsof

Member Since 29 Oct 2008
Offline Last Active Aug 11 2013 07:44 PM

Posts I've Made

In Topic: Ortho Pixel, possibly Point Sprite?

26 August 2009 - 03:01 AM

Thank you for your response,

That was my initial thought as well; however, I was really hoping for a more robust solution.

Thank you for your time,
Brandon Murphy

In Topic: Faces not showing up

04 November 2008 - 03:58 AM

I just realized my error when i typed that up.


while(!fileParser.atEnd())
{
int shape = fileParser.next();
int points;

if (shape == GL_TRIANGLES) {points = 3;}
else if (shape == GL_QUADS) {points = 4;}


glBegin(shape);

for(int i = 0; i < points; i++)
{
glColor3f(fileParser.next(), fileParser.next(), fileParser.next());
glVertex3f(fileParser.next()*scale, fileParser.next()*scale, fileParser.next()*scale);
}
glEnd(); //and put it here
}
fileParser.restart();
//Move glEnd(); from here



its amazing how such simple things can be so hard to find, but when you take a step back and look at them they become obvious.

Thank you for your help,
Brandon

In Topic: Faces not showing up

04 November 2008 - 03:55 AM


while(!fileParser.atEnd())
{
int shape = fileParser.next();
int points;

if (shape == GL_TRIANGLES) {points = 3;}
else if (shape == GL_QUADS) {points = 4;}


glBegin(shape);

for(int i = 0; i < points; i++)
{
glColor3f(fileParser.next(), fileParser.next(), fileParser.next());
glVertex3f(fileParser.next()*scale, fileParser.next()*scale, fileParser.next()*scale);
}

}
fileParser.restart();
glEnd();



fileParser just stores the colors/vertices in order

In Topic: Object missing faces

30 October 2008 - 10:39 AM

I am able to move the object around in 3d space, but i think i may be onto something. When i glEnable( GL_CULL_FACE ); then all of a sudden it works on the cube. now i translated this into my actual application, and the back sides of stuff arnt shown, but i am able to see parts of my model that i couldnt before. What i think is happening, is that when face culling is disabled, some parts of my model show up in front of parts that are closer to the camara. to clarify, faces that are farther away, are showing up in front of faces that are nearer to the camara. I think it has something to do with the depth test, but when i enable it, i get a really broken image. Is there a way to fix this?


Thank you,
Brandon

[Edited by - officialhopsof on October 30, 2008 4:39:40 PM]

In Topic: Object missing faces

30 October 2008 - 10:18 AM

The camera is at the default, whatever OpenGL Specifies. glDisable( GL_CULL_FACE ); didnt seem to work.


Thank you,
Brandon

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