Jump to content
  • Advertisement

Kateplate

Member
  • Content Count

    16
  • Joined

  • Last visited

Community Reputation

128 Neutral

About Kateplate

  • Rank
    Member
  1. Hiya, I am running quite a large 3D simulation program which then plots a 3D scene of whats going on every timestep to the screen using opengl. At the moment I can make a movie by saving the screen frames as it draws them, using image magick libraries, and convert this to an avi file and have a movie. But its pretty slow. With other graphics outputs you can save each frame to a hidden buffer without actually drawing and rendering each frame to the screen whilst the program runs, and so save tons of time letting the simulation run without the graphics on, save all the frames and watch the movie at the end without it being slowed by the simulation's calculations. Help! Is there a way of storing graphics frames and making a movie in this way with opengl without actually drawing to the screen each timestep? Many thanks! Kate
  2. cool, thanks. Although my problem now is how do you get the current cam position? - Do I just mulitply the current rotation 4x4 matrix (this is getting updated by the user in a glui function with a rollerball) with the camp position 1x4 matrix (x,y,z,1)? - this doesnt take account of the x and y translations tho? Is there an easier way? glui2->add_column( false ); GLUI_Rotation *view_rot = glui2->add_rotation( "Rotate", view_rotate ); view_rot->set_spin( 0 ); float view_rotate[16]=identity initially. do I do: campos=[x,y,z,1]; glMatrixMode(campos); glMultMatrix(view_rotate); ? on every time step perhaps? much appreciated! Kate
  3. thats right, except it doesnt seem to work it out in relation to where the camera currently is, but just uses the origninal order of the objects. I've had it suggested that i should force it manually by calculating a value for each cube giving its distance from the current camera position, then render the objects in order of they're distance away, furthest first. This seems quite a long way round tho as getting the current camera position is not simple (unless anyone knows a quick way?) - i think i have to recalculate it every timestep by tracing back through all the transformations and rotations that have been done to the original camera position. any simpler ideas? cheers Kate :)
  4. - a bit more info! - its not actually drawing the translucent cubes that are infront of an opaque cube after rotation - instead it has just altered the colour on the opaque cube to include the blended one in front, but it looks like theres empty space between the camera and the next nearest opaque cube - rather than having some ghostly cubes infront - as it looks initially without rotation. please please help! thanks Kate :)
  5. hi, i'm having a problem with a 3D array of translucent cubes (like a rubix cube): initially it all looks dandy, when I rotate the view, it appears as if it still thinks the cubes that were at the front are still at the front and renders them as more visible than the current closest objects - so you can see the new back better than the front. Its as if it hasnt adjusted the depth value given the rotation and draws the object at the same intensity as before. How can I force it to draw the translucent cubes intensity in relation to the current camera position rather than the initial position they were in? thankyou!! Kate :) - I also have opaque objects and upon rotation these draw fine, and block the view of other cubes behind them. - incase that helps!
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!