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nmonday

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About nmonday

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  1. nmonday

    Multi Threaded Resource Loading

    That could very well be the problem. I have no idea how to pass the context from one thread to the other. Or how to set that context as the active context in the new thread. I am using a QGLWidget, so maybe I will have to read its documentation on how to pass a context to a different thread?? Do you know of any tutorials for passing a context to a different thread (assuming that's what I need to do)?
  2. Hello all, I am having a problem loading resources in a multi threaded application. I have an OpenGL application that loads .obj models using the GLM OBJ Wavefront loader by Nate Robbins and displays them with textures. All of the loading is done in a single thread. After the object is loaded a new thread is created so that it can do some processing on the model without freezing the application (I am using Recast/Detour to build a navmesh). Most of the time, the textures get all messed up and are mapped to incorrect surfaces (see picture A). However, other times, the object loads with the correct textures in the correct places and looks fine (see picture B). Can anyone tell me why this is happening? Also, is there a better library for loading obj files with materials/textures? I am running on a Fedora 13 x64 machine, using Qt 4.5.3. Picture A Picture B
  3. Oh ok, I'll try that and let you know. [/quote] Ah thank you so much. That works great. I am guessing that this solution does not allow any semi-transparent textures and it just converts them to either fully opaque or fully transparent based on whether the alpha is greater than or less than 0.4? Any tips/ideas on getting some semi transparent textures working? I would like to have some dirty windows that you can still see through.
  4. Oh ok, I'll try that and let you know.
  5. I think I may have found the answer: http://www.opengl.org/resources/faq/technical/transparency.htm Question 15.020 last paragraph: When using depth buffering in an application, you need to be careful about the order in which you render primitives. Fully opaque primitives need to be rendered first, followed by partially opaque primitives in back-to-front order. If you don't render primitives in this order, the primitives, which would otherwise be visible through a partially opaque primitive, might lose the depth test entirely.[/quote]
  6. I have a scene in OpenGL that looks great, except for the fact that some of the texture's alphas don't show how I want them to. The alphas of the textures seem to show all the way through objects in the background all the way to the sky. However, some alphas seem to work properly, and show the object immediately behind it. This is hard to explain, so I am attaching a picture to show what I am talking about. The palm tree's alphas seem to "cut" right through the building on the right, but the building on the left of the palm tree seem so show up properly. If anyone can tell me what is going on it would be greatly appreciated. Fedora 13 x64 Qt 4.6.3 (using QGLWidget) Objects are loaded using GLM Wavefront OBJ library
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