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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!

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## Recommended Posts

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Make a game state check... for instance:

Pseudo code:switch(GameState){case Menu: //draw menu stuffbreak;case Loading://draw stuffbreak;case PlayLevel://drawStuffbreak;}

you get the point, right? :) this should also be done with Update(), so that you dont update objects while in the menu etc..

Hope it helps!

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Or use classes with virtual functions that control the different states of your app/game, switching between the states in the update function (and deleting the old states if they aren't needed anymore). It's harder to implement, but doesn't chew up processing power while sorting through the switch statement (although if you don't have many states, a switch statement should be fine).

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Are you looking for a graphical status bar?

Those are typically done through two images:
1) An image of the status bar empty.
2) An image of the status bar 100% complete.

The key is to draw only parts of the second image depending on how many of your resources are loaded.

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Hi,
The idea is simple let's say you have these files
video.avi (5MB) , sound.mp3(1MB) ,texture.bmp {1MB)
see this pseudo code:
SizeofTheFiles=7;//count it by your selfVideo_AVI_Percent=5/SizeofTheFiles;//this is float numberSound_Mp3_Percent=1/SizeofTheFiles;Texture_Bmp_Percent=1/SizeofTheFiles;Scale_=0;//for scaling the loading barVideo_=false;//to check if we load it or notSound_=false;while(Loop_of_The_Game){DrawTheBar();glScalef(Scale_,1,1);if(!Video_){LoadVideo("video.avi");Scale_+=Video_AVI_Percent;Video_=!Video_;}elseif(!Sound_){LoadSound("sound.mp3");Scale_+=Video_Mp3_Percent;Sound_=!Sound_;}else{LoadTexture("texture.bmp");Scale_+=Video_Bmp_Percent;}SendTheBuffer();}

I hope this is what you want.
bye