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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 yet another texture problem

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Hello everybody, I have a problem mapping a texture on a heightmap. I've checked previous threads refering to texture problems but i've found nothing that helped solving my problem, so here i go: As i said, i have a heightmap loaded from a .raw file, and drawn as a set of quads in opengl. I want to map a single texture on the whole terrain, and not just repeating it on every quad, so, i apply a factor before doing the glTexCoord2f. Here goes a bit of the code:
//Loading the texture
GLuint g_texture;
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &g_texture);
glBindTexture(GL_TEXTURE_2D, g_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, width, height, GL_RGB,GL_UNSIGNED_BYTE, data);

//and before drawing each of the four gl_quad vertexs:
textX=(float)x/(float)MAP_SIZE;
textY=(float)Height(X,Y)/(float)MAP_SIZE;
glTexCoord2f(textX, textY);
glVertex3i(x, y, -z);


The problem is, as you can see on the screenshots below, the texture stretches in the central part of the heightmap and i can't figure why. I also link a pic of the heightmap without texture and the .png texture itself. Any help would we appreciated Thanks

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The calculation of the X of the texture coordinate looks fine, but why do you base the Y on the height of the map at a certain point? The center part looks flat, and if Height() returns the same value for all flat parts, then you get the same Y-coordinate everywhere.

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Well this is exactly the result that you've coded.
You are mapping the Texture from the side to the terrain. You have to map it from top

//and before drawing each of the four gl_quad vertexs:textX=(float)x/(float)MAP_SIZE;//instead of//textY=(float)Height(X,Y)/(float)MAP_SIZE;//usetexY=(float)y/(float)MAP_SIZE;glTexCoord2f(textX, textY);glVertex3i(x, y, -z);

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The Height(X,Y) function is used to build the Y coordinates of the heightmap (it gives back how "flat" a quad is).

textY=(float)y/(float)MAP_SIZE
, but unfortunately, the result is exactly the same

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Is the height of your terrain aligned to the y-axis?
If so you should try

texY=(float)z/(float)MAP_SIZE;