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FlyingSolo

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  1. Thanks for the suggestions, but sadly it would seem unlikely we can achieve what we wanted.   Wishing now I'd gone 3D in the first place!   Thanks :-)
  2. I'm in a bit of a pickle and would really appreciate some help with this.   I've got a large and complex project which has strictly been a 2D affair - until now.   I need to display what I'll describe as a "Clock Face" as though it was lying on the table in front of you. Looking at it from this viewpoint it becomes elliptical.  I can't draw a simple ellipse to emulate this though since I need the clock face (and the texture on it) to rotate.   Can anyone offer me some hope that this can be achieved?   Many thanks :-)  
  3. There more I think about it, the more this does look like a glCopyTexImage job.  Problem with being rusty is that the most obvious solutions don't leap to mind !   I've heard enough horror stories about pbuffers that I deliberately avoided them - and hence my post here!   Thanks for listening guys, I'll go have a play  :)
  4. Ah, thanks for that - and indeed that will work, but I deliberately want (and need) to render to a texture.   Back story:-   I've already got all the textures I need for this project (there's a LOT of them) but they're geared up for a full-screen program. What I want to do is draw to a full-sized (hidden) texture, and then copy that texture to the screen - reducing its size as I do so.   I hope that makes sense... it's 01:30 here and I'm past tired!!   Thanks :)
  5. Hi Folks,               My ogl is a bit rusty and none of the books I've got seem to cover this topic. What I'd like to do is render to a texture which I can later render to screen in the normal way - but without using FBO's.  This is a 2D (Ortho) app where speed isn't a major concern.   Is this even feasible?  If so, how !?   Many thanks :)  
  6. Apologies for the tardy catch-up.. life gets in the way sometimes! Thanks for the helpful pointers, I'll have a memory-refresh from the Red Book and try your suggestions. Cheers
  7. Hi all, please excuse this confused ogl newbie. Having written an app which happily runs on all the hardware it was meant to, all of which support OGL 2.1 or better, I had used a great many NPOT image files for my textures. I now need to add support for a wretched ASUS EeeeeeePC which only supports OGL 1.4 and has none of the hoped for rectangle extensions at all. Thanks Intel, love ya. Is there a way I can munge my images on load to get around this? I'm sure I'm not the first person to fall foul of a situation like this but Googling hasn't helped me in any constructive way. Converting the images (and the code that uses them) to be POT compatible is out of the question. Thanks
  8. Thanks CE - a great explanation, very helpful indeed. Apologies for not thanking you sooner - Other problems at this end. All the best!
  9. Hi, none of the books I have nor an hour spent googling have found a satisfactory answer to this - I hope someone here can help! Let's say I have a program consisting of a single large source file but I wish to split the project into smaller files each containing related functions. Using a game as an example I might want something like: intro.c loadfiles.c maingame.c highscores.c where each file has access to global variables defined in.... ? The question is, how do I make the large number of neccesary global variables available to all source files? I've seen programs that declare variables in header files (I'm told that is bad) and I've seen a setup where the main .c file declares the variables and then a header re-declares them as extern. Painful duplication! So... can someone please put me out of my misery and explain the correct way to do this? Many thanks.
  10. They say a picture is worth a thousand words... Looky here: www.aerobits.org/shade the 'mask' image gives the center of the instrument some shading which gives the illusion that it's a sphere - like the real thing. I've piddled about with blendfunc all evening and can't crack it. Anyone?
  11. glEnable(GL_TEXTURE_2D); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBindTexture(GL_TEXTURE_2D, texture); // Select Our Texture // Draw a quad with our object's texture on it glBegin(GL_QUADS); ... glEnd(); This looks fine, just change the values for RGB in the glColor statement to select the color you want.
  12. I need to keep this as compatible as I can with old opengl so sadly, shaders are out. The effect this 'mask' gives is one of light and dark areas (shadows) - if that helps !?
  13. Quote:Original post by GlassBil Thanks for poiting out my errors. I think that I have to do the OpenGL initialization again. That's probably why I get a blank screen. But you'd think that the next buffer swap would fix that for you. :) I found that I had to re-do the gl init, but my textures were intact. SDL is getting slammed for this but once you know about it - it's not a problem to cope with it. Just my 2c.
  14. I've got a texture which looks ok but I also have a second texture which is meant to overlay the first to give it some 'depth'. The 1st texture is a full colour 'picture', the 2nd is just shades of grey. I've been back and forth through the Red book to no avail. Anyone got a clue I could use!? Thanks. [Edited by - FlyingSolo on February 22, 2010 7:46:56 PM]
  15. OpenGL

    Ah, that's the other reason I didn't go the Qt route. It's all very C++ and I'm an old fashioned ANSI C kinda guy. Funny, after using Delphi since version 1 you'd think I'd accept an object orientated environment. Maybe it's time I 'got with it'. Qt is huge and very impressive. Too huge for my needs I think. I don't need incredible speed in my code either, I'm reading data from the network at about 50Hz and updating my display to suit. OpenGL gives me the smoothness I need thanks to the nice anti-aliasing which, with ARB_Multisampling you just can't get wrong! I've got a full jobsheet at the moment but I'm really looking forward to getting stuck into some 3D ideas I've got - I know that will be challenging.