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rehcarlos

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About rehcarlos

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  1. rehcarlos

    OpenGL + OpenAL

    You're right kauna   anyway, Freiman got it right   its finally working how I wanted it to :D   thanks everybody
  2. rehcarlos

    OpenGL + OpenAL

    You are completely right Freiman, thats the point of the loop, but this loop makes my scene stop, until sound is over. I need sound and scene to run together   What I need is a alternative to that loop
  3. rehcarlos

    OpenGL + OpenAL

    I tried without the loop, but the sound isnt even played :/   I believe that what happens is:   play   delete buffers delete source   But the delete buffers/source happens so fast that the sound is killed; is just my opinion though :/
  4. rehcarlos

    OpenGL + OpenAL

    Yes, I'm using alSourcePlay(source) before the loop   I dont think I have errors... because the program is following the instructions... but... how can I play a sound without using that do-while that is stopping my scene?
  5. I have a scene that is modified when mouse left button is clicked.   My problem is: this modified scene was supposed to appear with a sound, but the scene waits the sounds to finish before it renders itself.   I'm using this function: do {         alGetSourcei(source, AL_SOURCE_STATE, &state);  } while (state == AL_PLAYING); Of course, this function tells the program to wait. But what alternative could I use? if I remove this function, the sound isnt played   I even tried to create a function sound(), that is called after glutPostRedisplay but it still waits the sound complete to render   Thanks in advance,  
  6. rehcarlos

    Problem with glEnable(GL_DEPTH_TEST)

    When I said "they are already isolated" I meant: I already did what you said (isolate the fish from the rectangle)   Thats why I posted again, because even with this change, the rectangle is still in front of the fish :/   With the glTranslate(0.0f, 0.0f, -300.0f) before the rectangle, shouldn't glTranslate(0.0f, 0.0f, -350.0f) before the fish make it appear first?   And yes, I need to set things correctly. The problem is that I got stuck in this problem... after I manage it, I have a lot of things to rewrite
  7. rehcarlos

    Problem with glEnable(GL_DEPTH_TEST)

      marc, thanks a lot for the big answer :)   Everything you said makes sense, but could you give me an example of moveFish_Z coordinate?   Because with the glTranslate(0.0f, 0.0f, -300.0f) before the rectangle, shouldn't glTranslate(0.0f, 0.0f, -350.0f) make the fish appear first?   They are already isolated by glPush and glPop matrix.
  8. rehcarlos

    Problem with glEnable(GL_DEPTH_TEST)

    I understand what you said, but... here are some screens to help:   This is the situation that made me create a new topic:     Now, if I translate the fish to 297.5 or 298, using glTranslatef(0.0f, 0.0f, 297.5f):     And if I use the rectangles vertex as zero:  
  9. Hello guys,   I have a .obj, and a rectangle, but even with glEnable(GL_DEPTH_TEST), obj is always behind the rectangle   I translated my obj to a point very close to the screen, but even though it is behind the rectangle.   main(): glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); ChangeSize(): void ChangeSize(GLsizei w, GLsizei h){     GLfloat fAspect;     if (h == 0){         h = 1;     }     glViewport(0,0,w,h);     fAspect = (GLfloat)w/(GLfloat)h;     glMatrixMode(GL_PROJECTION);     glLoadIdentity();     gluPerspective(45.0f, fAspect, 0.1, 425.0);     glMatrixMode(GL_MODELVIEW);     glLoadIdentity(); } RenderScene(): void RenderScene(void){     glEnable(GL_COLOR_MATERIAL);     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);         glEnable(GL_DEPTH_TEST);     glPushMatrix();     glTranslatef(0.0f, 0.0f, -300.0f);        glEnable(GL_DEPTH_TEST);     //Rectangle     glBegin(GL_POLYGON);     glColor4f(0.0,  0.0, 1.0, 1.0);     glVertex3f(-0.8, 0.5, 297.5 );     glVertex3f(0.9, 0.5, 297.5 );     glVertex3f(0.9, -0.2, 297.5 );     glVertex3f(-0.8, -0.2, 297.5 );     glEnd();     //Fish     glPushMatrix();         glColor3f(1.0f, 0.0f, 0.0f);         glRotatef(-300.0, 0.0f, 300.0f, 50.0f);         glScalef(0.3, 0.3, 0.3);         glEnable(GL_TEXTURE_2D);           glBindTexture (GL_TEXTURE_2D,texId1);           glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);         glCallList(displayList1);           glDisable(GL_TEXTURE_2D);     glPopMatrix();          glPopMatrix();     glutSwapBuffers(); } I would really appreciate some help .  
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