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Here's a pretty cool OpenGL demo...
#61
I found out what was wrong... You can even run in 320x200 if you adjust zFar to zNear to a more realistic ratio. I had zNear set at 0.1... :lol:

Quote:NOTES
Depth buffer precision is affected by the values specified
for zNear and zFar. The greater the ratio of zFar to zNear
is, the less effective the depth buffer will be at
distinguishing between surfaces that are near each other.
If

r = _____
zNear
roughly log ® bits of depth buffer precision are lost.
Because r approaches infinity as zNear approaches 0, zNear
must never be set to 0.
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#62
Ah, that too. Setting it to 1 does the trick.

Also though, setting the depth buffer to 32 works when near is .1 .
ric Carr
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#63
Quote:I found some stuff on it, but it isn't available in all versions of OpenGL. I'll probably just keep reversing them manually, rotating 180 around X and Z, and then building the mipmaps... unless you can find out more about GL_BGR/GL_BGRA.

Downloaded the MingW header, nothing there. So I would suggest " the car's" fix.
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#64
You mean the OpenGL 1.2.1 header? I found a site that has a bunch of tutes for that version, but I didn't bookmark it because we can't using those functions. Sad
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#65
Quote:You mean the OpenGL 1.2.1 header? I found a site that has a bunch of tutes for that version, but I didn't bookmark it because we can't using those functions. Sad

Oh yes we can. The ARB multitexturing extensions(VBO, etc) is now fully supported but I only ported up to 1.11 because that's what the MingW and MSVC++ 6 headers have. Just for standards sake. To use the ARB extensions, you just port the headers to FB and its good to go. Assuming your card supports those extensions(mine does not) :*(

Would a glFont routine interest ya? I got it working using 24 bit BMPs and would try to do PP256 image array later this afternoon. :*)
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#66
I already made a bitmap font routine, but if you have one that doesn't require textures... that would be great. We could definetly use the extra memory for stuff besides font textures. Wink


btw:
Have you tried using your obj loader yet? With mine, I'm getting weird results with some of the texture uv's. What's really weird is that they show up fine in Lightwave... I don't have another 3D app to test them in though.
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#67
I could make one that won't use textures but would would be Windows only. :*(

Anyway here's the font routine. Ported from Hehe's tutes.

http://qh2.qbtk.com/230-d

Haven't touched the loader for ages. I might have time tonight though. ;*)
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#68
:o .... :o :o .... :o :o :o

:o=b Me like!,. like alot,.. no no no, me LOVE!!!

Big Grin=b Great work Dr_D!!
Kevin (x.t.r.GRAPHICS)

[Image: 11895-r.png]
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#69
:lol:

Thanks... wait 'til I get the new one done. Tongue
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