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About Poldi

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  1. Hi, I have a problem, i want to make an aplication the uses the glslang shading language. Unfortunately i cannot compile my sourcecodes, cause i lack the headers. eg.: FNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL; PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL; PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL; PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL; PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL; PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL; PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB = NULL; PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL; PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL; PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL; PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL; PFNGLUNIFORM4FARBPROC glUniform4fARB = NULL; PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL; GLhandleARB g_programObj; GLhandleARB g_vertexShader; GLhandleARB g_fragmentShader; GLuint g_location_testTexture;*/ doesnt work at all. im running fedora core 2 with a nvidia card(fx5900) and kernel2.6.7 - can anybody tell me where to optain the necessary headers, so i can compile my software, i wasnt sucessfull googling for 2 days.
  2. thx, ill try that then, i just found out, i can get the factors for the polynomes from OGL, that can save some time coding :) ill do it that way then. some nice stuff u got there on ur hp, i like it.
  3. Hi, I have a question about vertex buffers. id like to use a vertex buffer for rendering a landscape. Currently i use this code: for(int x=0;x<SIZE;x++) for(int y=0;y<SIZE;y++){ glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, (3*SIZE+1)*3, 4, &ctrlpoints[x*3][y*3][0]); glEnable(GL_MAP2_VERTEX_3); glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); glColor3f(1.0, 1.0, 1.0); glEvalMesh2(GL_LINE, 0, 20, 0, 20); } Problem: the landscape is evaluated again for each frame. I wonder if it would somehow be possible to save the mesh to a vertexbuffer after generation. could u please give me a code example or tell me where to look it up? thx, Henning
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