I\'m playing with shaders in openGL using Processing. I\'m pretty noob at this and a bit lost. I found this thread that has an example on how to use GLSL shaders in Processing.
I have a windows program with directx/opengl renderers, and a custom mouse rendered as a quad. The program currently runs windowed.
I am building a 3d game from scratch in C++ using OpenGL and SDL on linux as a hobby and to learn more about this area of programming.
I\'m trying to get JOGL running in Eclipse 3.5 on a MacbookPro 64bit Snow Leopard with Java 1.6. The code runs on my XP machine, however, when I try to run it on my macBook, I get this error in Eclip
In my 2D game I need textures that may be arbitrarily large, can be NPOT and nonsquare. They are only ever mapped to one kind of primitive: rectangles via GL_QUADS (the four QUAD corners are mapped to
The following piece of code gives me an error andI\'m not able to understand it. GLdouble objX,objY,objZ;
I am developing a 2D game for the iPhone and iPod Touch using OpenGL ES 1.1. Everything works ok on the iPhone, iPhone 3G and all iPod Touch models. The game usually renders the scenes at ~60 FPS.
A have a question, maybe someone can help me. I am trying to make a mirror effect using OpenGL. I draw a transparent plane, a \"reflected\" scene cut by stencil, and an original one.
I have the following C++ matrix class: transform.h transform.cpp I am using this coupled with a renderer, for which there is an opengl and a directx implementation.
How can I retrieve the current position of the vertices after they have been transformed? I have the followi开发者_运维百科ng code....