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• ### Similar Content

• 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 Proposal: Upgrading OpenGL libraries for windows

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i was looking at quake2's source code and realise something... we could infact emulate an opengl32.lib file for windows to bring opengl into 1.5 and whatever 2.0 allows basically, in the "new" lib, we would wrap the functions around their actuall instances glug -> GL-UP-GRADE example:
PFNGLACTIVETEXTUREARBPROC glug_glActiveTextureARB;

void glInitialise(void)
{
}

DLLEXPORT GLvoid glActiveTexture( GLenum target ) {
glug_glActiveTextureARB(target);
}


the thing about this is, if they are all named so they look like part of the core lib we could get away with it, and it wouldnt affect performace becase if all the calls are wrapped like that, a decent compiler will optimize the redundant wrap call. EDIT: we could even include the 1.1 core functions and totaly remove the shi* original 1.1 lib that comes with the PSDK. possible? your thoughts and comments. -Dan

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Isn't this to some extent what the Mesa project is doing? Obviously Mesa is more than that, but I recall a couple of windows programs using Mesa for OpenGL because of this sort of thing (Milkshape 3d was one).

Edit: Ah, I just realised you weren't talking about dlls

[Edited by - evolutional on December 6, 2004 7:29:32 AM]

See GLEW