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• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

# OpenGL starting work on my renderer...

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Hiya! Im working on a project which I hope I can someday call a game engine. Ive just gotten, well most of the framework done such as the system code, utilities and math lib etc done so now I want to start on the renderer. In my basic design, the renderer will be a collection of code such as wrappers for opengl, cg shader class, lighting class, shadowing, decals, basically anything thing that makes polygons look good. This all will be build into a dll and interfaced by a single 'renderengine' class. The terrain engine, model and animation engine etc will all of course use the render core but will be seperate from the dll. What Im having a bit of a hard time with is this: should I create a common triangle and mesh class and derived from these or should I just create functions in the model classes which have methods for doing whatever I need? I personally think that I should create a common mesh class and derive both models and the terrain patches from it. Alrighty, well thats the basic design of my engine... all low level code that has to do with shading, clipping, splitting, texturing, etc a polygon, is part of the render engine. How does that sound?

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I think it;s more that you're not really asking a question... You kind of answer your own question, and even if you didn't I think it's a matter of personal prefrence.

If you want more feed back post more specific questions.

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Quote:
 Original post by yodamanHiya!

Hi.
Quote:
 What Im having a bit of a hard time with is this: should I create a common triangle and mesh class and derived from these or should I just create functions in the model classes which have methods for doing whatever I need? I personally think that I should create a common mesh class and derive both models and the terrain patches from it.

I have a top-level Model class that contains virtual functions for rendering the object and doing collision testing and whatever. Then I derive specific classes from that:

Model
NullModel (Has no physical form, used to hold sound effects or lights)
Sprite (2D billboarded thingy)
Mesh (Something made out of triangles (virtual))
StaticMesh (Doesn't move. (Allows for optimisation) (virtual))
SimpleMesh (Just a list of triangles.)
BspMesh (Partitioned.)
PortalMesh (Portalised.)
OctreeMesh (Octreed.)
DynamicMesh (Does move. (virtual))
InterpolatedMesh (Interpolates between SimpleMeshes.)
SkeletalMesh (A SimpleMesh skin over an DynamicMesh skeleton.)
RagdollMesh (Does physics. Is a skeleton for SkeletalMesh to use.)

I may be able to improve things. For example, I might have a superclass specifically for Skeletons, so that people don't try using a SkeletalMesh as the skeleton for a SkeletalMesh. Unless doing that proves to be useful.

Model+-NullModel+-Sprite-Mesh  +-StaticMesh  | +-SimpleMesh  | +-BspMesh  | +-PortalMesh  | -OctreeMesh  -DynamicMesh    +-InterpolatedMesh    +-SkeletalMesh    -RagdollMesh