I\'m new here, and have a question about opengl in Qt4, which I\'ve been learning over the last few months.
I\'m writing a game using OpenGL and I am trying to implement shadow volumes. I want to construct the shadow volume of a model on the GPU via a vertex shader.To that end, I represent the model with a
I want to use glClear and glClearColor to fill a frame buffer with a colour including alpha transparency. However the framebuffer always renders as opaque when binded to a texture which is rendered to
I want to use an alpha mask in OpenGL so that white(1)=visible and black(0)=hidden. So what I do is I write something in the alpha component of the framebuffer using 开发者_如何学运维glColorMask(Fals
I have an interesting problem. I have 4 arrays stored in a .plist file, they are called \"vertices\", \"normals\", \"texCoords\" and \"polygo开发者_如何学Cns\" (this file is attached, along with GLVie
I\'m writing an application that needs to use OpenGL, on the Mac, in C++. Is there anyway I can get Cocoa to just give me an OpenGL context and let me do my work in C++? (I want my app to run on both
I have a 256x256 texture in my view frustum that I need to move to a z-position where the texture is replicated on-screen at ACTUAL size.
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I am working on a 开发者_开发百科opengl project in C++. I need to write a loader to input features from a .model file. It seems fstream can not handle that. Any comment or advice? Thanks.You\'re proba
I have the bare bones of a GLUT app.When I compile it for Win32 it works fine, but if I compile it for x64 I get this error: