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Type: Posts; User: dorbie

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  1. Replies
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    Re: Screen Shot and Question

    You'll need to post a better shot, do you have a pixel for pixel screen capture instead of a fuzzy out of focus webcam image?

    Initially I thought it could have been roping on antialiased pixels...
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    Re: How to use in QT language..

    Yes egl (as I said in response to your other posts), my bad.

    I don't know what's wrong, you need to make sure you have a suitable native drawable when you hand it to egl, what that is depends on...
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    Re: [solved]about Texture Mapping

    Eshan is right,

    use glBindTexture to manage multiple textures. You've asked the question twice and been given the correct answer twice, now go put in the effort required to make it work.
  4. Thread: GLESonGL

    by dorbie
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    Re: GLESonGL

    You could try getting something like NVIDIA's mobile SDK if you have an NVIDIA card.

    If you're targeting the common profile you could just restrict the OpenGL calls you make, just make sure the...
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    Re: How to use in QT language..

    You need an implementation, i.e. an OpenGL ES library to link to that is a driver for hardware or a software implementation, you use GLE to get an OpenGL rendering context from the QT X windows (or...
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    Re: Help....simple game based on openGL ES

    See the results of the OpenGL ES Challenge on the khronos website.
    http://www.khronos.org/devu/opengles_challenge/

    That has all sorts of tutorials and acouple of games that should help you.
  7. Re: [Help me plz] about Program parameters (constants)

    I think you're strugling with the concept of how the vertex program is run. A vertex program is fed by state from the application and per vertex attributes, the program may also require its own...
  8. Re: Hi...I;m beginner..so..i have one questions...plz help m

    If you can get an OpenGL ES implementation (either software or drivers) then yes.

    Software Vincent port may help you.

    Once you get your QT gui, you'd get the X drawable handle and use EGL calls...
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    Re: A Question about Vertex shader

    I don't know what document you're referring to. These tend to be constant variables used for fixed function pipeline stuff for example light positions (transformed to eyespace which implied a...
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    Re: how to use on Embedded linux or linux?

    You need an implementation, you may have difficulty for now until teh situation matures. You may find it easier to get an OpenGL implementation. If you can't find drivers for your hardware try a...
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    Re: question about texture mapping.

    This should work, although a homogeneous coord of one will have no effect.

    You may want to glHint perspective correction to nicest.

    I think your compiler should choke on the tx & top variables...
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    Re: how to draw two objects??

    Your lookat loads the viewing transformation onto the modelview matrix (or should if that's the active matrix)

    You should call lookat first.

    Then pushmatrix

    Then apply model the...
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    Re: Porting OpenGL to OpenGL ES

    You'll have to use vertex arrays for everything you draw. Even the vestigial glNormal glColor etc are just for setting global attributes when not otherwise specified with array data.

    [ April 24,...
  14. Re: Vincent gives upside down mirror image output!!!

    It's negating elements in your matrix? I don't know what's going on there, I am skeptical about this claim. That would be bad behavior regardless of the correctness of the result. However it this is...
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    Re: OpenGL ES Versus . . .

    You're comparing apples to oranges. You're talking about broad development platforms and languages and comparing this to OpenGL|ES.

    OpenGL|ES is a graphics API, and ONLY a graphics API.

    I...
  16. Thread: OpenGL SDKs

    by dorbie
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    Re: OpenGL SDKs

    Well since one is a subset of the other (the main exception being fixed point types) what's to learn?

    If you understand OpenGL vertex arrays and understand the basics of fixed point then you're in...
  17. Thread: OpenGL SDKs

    by dorbie
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    Re: OpenGL SDKs

    This is too broad ranging a question.

    The good news (and easy answer) is that for graphics, if you use OpenGL|ES you can develop for one platform and the code should port easily to others. So at...
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    Re: Windowing system and OGL|ES.

    You'd start with your display formats I suppose. Somewhere you'll have some kind of screen memory or media interface that has a known size and format, perhaps even multiple supported formats.

    EGL...
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    Re: Color/Lighting confusion

    Yes those things are correct.

    The attribute token specified by the glColorMaterial call determines which material parameter is affected by the application of color attributes if and only if...
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