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Type: Posts; User: tero

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    Hi, http://astronomy.swin.edu.au/~pbourke/r...

    Hi,

    http://astronomy.swin.edu.au/~pbourke/r ... billboard/

    A very beautiful explanation in a relative way. You'll just need to map the concepts into GL way of doing stuff, and if I'm guessing...
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    Does the program you use to convert the Milkshape...

    Does the program you use to convert the Milkshape / 3DS format to C arrays do a cast on the data?
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    yep, I know. Did you change the type of...

    yep, I know. Did you change the type of obj1_indices? I mean, you must change them to GLshort.
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    ok, did you remember to change the C++ datatype...

    ok, did you remember to change the C++ datatype also?
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    Hi, I'm telling you, man, there's no such...

    Hi, I'm telling you, man, there's no such restriction in the spec. The reason might be that you are using bytes as indices, and when you're generating the indices to your vertices, you run out of...
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    Hi Giacomo, No, there's nothing in the API...

    Hi Giacomo,

    No, there's nothing in the API that restricts you from drawing 800 TRIangles, or 400 QUADs, and OpenGL ES can't render quads. It must be somewhere else.

    - 43rp
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    Nice homework ;) Mesa OpenGL should then be...

    Nice homework ;)

    Mesa OpenGL should then be pretty interesting. You might also want to check out the public stuff at 3DLabs: http://developer.3dlabs.com/downloads/index.htm
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    Hi, You can load bitmaps with the Series 60...

    Hi,

    You can load bitmaps with the Series 60 example-reference code. There should be minimal or no overhead from a "conversion". Or you can just google for "bmp file format", and write your own...
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