Do you use glBegin and glEnd ?
Many operations are invalid between those functions - glBindTexture for example returns an GL_INVALID_OPERATION error.
Maybe glEnable and glDisable have a similar behavior.
Edit: Found an old Link to this topic: http://www.gamedev.net/topic/83150-glbindtexture-inside-of-glbegin/
Best regards
- Martin
- Viewing Profile: Posts: MausGames
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In Topic: OpenGL (lwjgl) wont disable texturing
31 January 2013 - 06:02 PM
In Topic: Tilemap problem
30 December 2012 - 05:04 AM
Your glVertex3f-calls look weird. You are drawing quads which get bigger and bigger and this results in z-fighting like on your screenshot.
For example: with (-tileSize*i) you are going left but with (tileSize*i)+tileSize you are going right and therefore stretching the whole quad with each iteration.
Reconsider how you have to place your vertices in order to achieve your goal - try to remove the minus-operators.
Later on you can try to draw triangle-strips which are faster than quads, and even use indices and vertexbuffers.
Best regards
- Martin
For example: with (-tileSize*i) you are going left but with (tileSize*i)+tileSize you are going right and therefore stretching the whole quad with each iteration.
Reconsider how you have to place your vertices in order to achieve your goal - try to remove the minus-operators.
Later on you can try to draw triangle-strips which are faster than quads, and even use indices and vertexbuffers.
Best regards
- Martin
In Topic: Rendering Larger Viewport
28 December 2012 - 03:22 PM
http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml
glFrustum — multiply the current matrix by a perspective matrix
Before applying the frustum-matrix you have to reset the matrix first (glLoadIdentity), push and pop it (glPushMatrix, glPopMatrix) or use some other method (e.g. glLoadMatrix)
Edit: Or more likely you are using glFrustum wrong. The docs say void glFrustum(left, right, bottom, top, nearVal, farVal) - in your example code you are not in the center with your matrix.
- Martin
glFrustum — multiply the current matrix by a perspective matrix
Before applying the frustum-matrix you have to reset the matrix first (glLoadIdentity), push and pop it (glPushMatrix, glPopMatrix) or use some other method (e.g. glLoadMatrix)
Edit: Or more likely you are using glFrustum wrong. The docs say void glFrustum(left, right, bottom, top, nearVal, farVal) - in your example code you are not in the center with your matrix.
- Martin
In Topic: Which situation is more optimal for sprite batching?
27 December 2012 - 05:17 PM
Usually the transformation is calculated outside of the shader, because the shader has to do it repeatedly for each vertex and you have a much better control of the calculations this way. You can also optimize it (e.g. with SSE) for max performance and so the CPU and GPU work perfectly side by side.
There is a nice article from Jari Komppa about this topic: http://sol.gfxile.net/instancing.html
Best regards
- Martin
There is a nice article from Jari Komppa about this topic: http://sol.gfxile.net/instancing.html
Best regards
- Martin
In Topic: Help! Vehicle Collision Impact Speed
20 May 2012 - 04:54 PM
You can calculate the length of both:
sqrt( x*x + y*y + z*z ) = length
thats basically the speed in your example, but...
if you want to calculate the force, you should get the dot-product between the normalized velocities and the normalized position-difference (during collision):
norm( pos1 - pos2 ) = diff
dot( - diff, norm( v1 ) ) = strength1
dot( + diff, norm( v2 ) ) = strength2
and multiply it with the speed/length value (and maybe with a object-mass).
Maus
btw: http://www.gamedev.net/topic/625147-car-collision-speeds/
sqrt( x*x + y*y + z*z ) = length
thats basically the speed in your example, but...
if you want to calculate the force, you should get the dot-product between the normalized velocities and the normalized position-difference (during collision):
norm( pos1 - pos2 ) = diff
dot( - diff, norm( v1 ) ) = strength1
dot( + diff, norm( v2 ) ) = strength2
and multiply it with the speed/length value (and maybe with a object-mass).
Maus
btw: http://www.gamedev.net/topic/625147-car-collision-speeds/
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