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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 OpenGL ES 2: Scale texture on creation?

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I was wondering how is it possible to scale a texture by some X and some Y at the creation of a texture?

I'm currently am creating textures like:


final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);

GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

bitmap.recycle();



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Why do you want to scale it during creation. What is wrong with letting opengl scale it for you during drawing? Unless you want to implement your own scaling algorithm or use a library to get slow but better quality scaling you are betteroff just letting opengl do it during drawing.

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Why do you want to scale it during creation. What is wrong with letting opengl scale it for you during drawing? Unless you want to implement your own scaling algorithm or use a library to get slow but better quality scaling you are betteroff just letting opengl do it during drawing.

Maybe its the wrong approach (this idea is probably bad), but the reason I wanted to scale my textures during creation was because of different screen resolutions.

I plan onto make my graphics for a 640 x 360 resolution. Then when it comes to my app I can calculate the aspect ratio and scale up by some integer value. If I were to scale everything at creation then wouldn't have to pass some scale factor through all the objects I need to draw.

Actually, couldn't I just scale my projection matrix and that would have the same effect? Edited by noodleBowl

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Actually, couldn't I just scale my projection matrix and that would have the same effect?

Yup. That's the easy and correct way of doing this.

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Actually, couldn't I just scale my projection matrix and that would have the same effect?

Yup. That's the easy and correct way of doing this.

Just want to double check when I say projection matrix, I'm really talking about the final MVP matrix. That is the one I should scale right?

While we are on the topic of this.

As I mentioned before, I plan on drawing everything targeted at a 640 x 360 resolution and then scaling up by some integer value.
Calculate the aspect ratio, the find out the scale factor, and scale my projection matrix

Now my question is more of not how do I scale, but what should I scale? Do I scale everything? Do I scale only game content and leave HUD/UI alone? I'm kind of lost when it comes to all of this. What do other people do? I know its app dependent, but if this has any weight I would like to avoid letter boxing

Edited by noodleBowl