• 9
• 10
• 10
• 9
• 10
• ### 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!

# OpenGL DDS issue about ABGR

This topic is 379 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hi,
Using the DDS for the cubemap with mipmap (for the radiance map for example) it's great but the DDS doesn't use RGBA for the float format.
Direct3D11 for example doesn't have a RGBA float format for example, I don't remember for OpenGL but then if you want to be cross you have an issue.
The only option is to swap the DDS data on the loading to be RGBA ?
Thanks

##### Share on other sites

What's wrong with DXGI_FORMAT_R32G32B32A32_FLOAT?

##### Share on other sites

Oh, apparently in the shader I did :

TextureCube<float> RadianceMap : register( t12 );

and I got black and white result but simply modified to :

TextureCube RadianceMap : register( t12 );

works, if I can have an explanation could be nice :o

##### Share on other sites

Oh, apparently in the shader I did :

TextureCube<float> RadianceMap : register( t12 );

and I got black and white result but simply modified to :

TextureCube RadianceMap : register( t12 );

works, if I can have an explanation could be nice :o

https://msdn.microsoft.com/en-us/library/windows/desktop/bb509700(v=vs.85).aspx

You declared the TextureCube as a single channel.
TextureCube<float4> would be RGBA float (which is what TextureCube defaults to)