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• ### Similar Content

• 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!
• By mike44
Hi
I draw in a OpenGL framebuffer. All is fine but it eats FPS (frames per second), hence I wonder if I could execute the framebuffer drawing only every 5-10th loop or so?
Many thanks

• By cebugdev
hi all,
how to implement this type of effect ?
Also what is this effect called? this is considered volumetric lighting?
what are the options of doing this?
a. billboard? but i want this to have the 3D effect that when we rotate the camera we can still have that 3d feel.
b. a transparent 3d mesh? and we can animate it as well?

2. how to implement things like fireball projectile (shot from a monster) (billboard texture or a 3d mesh)?

Note: im using OpenGL ES 2.0 on mobile.

thanks!

# OpenGL MinGW and Opengl Extension Problem

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## Recommended Posts

Hi to all, i'm using minGW 5.1.4, msys 1.0.9 and on windows XP and a nvidia quadro fx 4600. I'm going to compile quicktime plugin using CMAKE, but i get the following error : O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp: In member function void MovieData::_initImage(osg::Image*)': O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp:115: error: GL_BGRA_EXT' was not declared in this scope mingw32-make[2]: *** [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/MovieData.obj] Error 1 mingw32-make[1]: *** [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/all] Error 2 mingw32-make: *** [all] Error 2 i'm looking in "myPath"\MinGW\include\GL and in gl.h and glext.h i don't find GL_BGRA_EXT. If i compile quicktime plugin using visual studio, i have no problem, so i suppose that mingw must be upgraded with new opengl files. If it is correct, how i can upgrade mingw? I have tried to get .h file from visual studio folder, but as you can imagine, it doesn't compile. Thanx