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Member Since 01 Jan 2002
Offline Last Active Feb 14 2013 11:17 PM

Posts I've Made

In Topic: converting to VBOs with glDrawElements from immediate mode

14 February 2013 - 07:58 PM

The OP's code looks correct to me, assuming that buffers[0] is a valid buffer object name created via glGenBuffers (if that's not the case then there's the problem). An outside possibility is a driver bug causing problems with a GL_INT vertex type; maybe try changing that to floats and see if the problem reproduces? Another test might be to use:

glBegin (GL_LINE_STRIP);
glArrayElement (0);
glArrayElement (1);
glArrayElement (2);
glArrayElement (3);
glArrayElement (0);
glEnd ();

That's functionally equivalent tothe glDrawElements call but - just using it as a test - may help to shed some light on what's happening here.

glGenBuffers I use is correct, not really sure how anyone can screw that up. ;)


However, using your little example with glArrayElement  *does* work.


So, I guess I am chasing a driver issue of some kind... though, I need to get back to my main machine to test, instead of this crappy laptop that has intel HD3000 in it.

In Topic: calculating the "up" vector...

10 September 2009 - 08:56 AM

Original post by smitty1276
I haven't really examined the details of your formulation, but I wanted to note that you may not actually need the precise up vector.

If you are just passing to a lookat type function, it most likely only has to be "up" to the extent that UP dot TRUE_UP is positive (those lookat funcs will compute the true up vector for you based on what you pass in). In otherwords, <0,1,0> is fine for any orientation that isn't "upside down" and <0,-1,0> is fine for anything that IS "upside down".

Of course, that may not be why you need it, in which case you can ignore me. :-)

(fixed the UP dot TRUE_UP bit)

Come to think of it, your correct.

That will show me to not overthink the issue at hand.[embarrass]

Thanks guys! [smile]

Nanoha, yeah, for me, up is 0,0,1

In Topic: More lesson 6 woes!

25 October 2007 - 11:31 AM

You need to link with GLUT.

In Topic: New NeheSDK taster

24 March 2007 - 07:55 AM

Original post by Anonymous Poster
Really hope you keep the old lessons archived. The Windows startup code was a good way show newbies how to get started on Windows + OpenGL who refuse to use other peoples library. Sure you can talk until you're blue in the face that SDL is good (I've never used it nor ever will mind you) place to get started.

Besides what Kazade said, tutorials should deal with the main subject at hand, and in this case it is openGL. It doesn't really make sense to do something in pure win32 code when only win32 people can use that code as is. Then someone must port it to their system for them to use it.

SDL isn't evil, yeah, it will require a one time download of headers/libs, but other than that, it is the best solution to get the openGL code work on all platforms without the need of someone needing to port it.

In Topic: Announcement: Site Status

08 November 2006 - 08:55 AM

Original post by lc_overlord
um... hang in there.

But at the mean time i like to hear your ideas and suggestions for new lessons.
And please note that we have close to 80 different lessons in the planning stage ranging from super easy to ZOMGWTFPONIES hard (far from all definitely decided on), so don't expect your ideas to become a lesson, because they might all ready be (not that i will tell you right now).

New lessons? A Rag Dolls tutorial would be nice.
A tutorial dealing with multi-cores programming with openGL would be interesting.