Terrain, OpenGL and others
Hello,
i have several questions to ask and i decided to ask them all in one go instead of opening several new threads...so we go:
1) I have created a terrain using ROAM but i think that my variance could be calculated better or more efficiently. Currently, i am taking the distance from the eye to each triangle and dividng by the triangle's length of the hypotenuse. This approach gives me good rersults but in a radius. Is there better way? Maybe if instead of a circle i split/merge by a square (i hope i was understood :))?
2) A problem i am dealing with(whether i am using lightmapping or smooth shading) is that when i move forwards, the vertices behind me get dark....the opposite for backwards...any ideas?
3) Nvidia cards have support for controlling vsync, while ATI i think they don't and its turned off. Any way of controlling it? Any other issues i should be aware of to avoid problems running apps in Nvidia or ATI cards?
4) Any good to-the-point books/ebooks/tutorials for a) opengl shaders, b) directx shaders and c)learning directx for opengl programmers?
thank you
for question 3), I guess you are on Windows and programming in C++, use the following function:
#include <gl/GL.h>#define WGL_WGLEXT_PROTOTYPES#include <GL/WGLext.h>#include <iostream>#include <Mmsystem.h>bool SetVerticalSyncOn(bool aOn){ // wglMakeCurrent must be called before ! PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT"); if (!wglSwapIntervalEXT) { cerr << "ERROR: wglSwapIntervalEXT not defined call wglMakeCurrent prior to SetVerticalSyncOn()"<<endl ; return false; } if ( !wglSwapIntervalEXT(aOn ? 1 : 0) ) { cerr << "ERROR: wglSwapIntervalEXT fails"<<endl ; return false; } return true ;}
Quote:Original post by immuner
2) A problem i am dealing with(whether i am using lightmapping or smooth shading) is that when i move forwards, the vertices behind me get dark....the opposite for backwards...any ideas?
4) Any good to-the-point books/ebooks/tutorials for a) opengl shaders, b) directx shaders and c)learning directx for opengl programmers?
thank you
2. Sounds like your normals are backwards or not calculated correclty...
3. a. I recommend the "Orange Book" OpenGL Shading Language by Randi Rost 2nd edition
b. There is a new book coming out called "Introduction to 3D Game Programming with Direct X 9.0c : A Shader Approach" by Frank Luna
c. Can't think of any but pickup "Beginning D3D Game Programming" 2nd Edition by Wolf Engel
HTH
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