I think this is an extremely stupid and newbie question, but then I am a newbie in graphics and openGL. Having drawn a sphere an开发者_如何学Pythond put a light source nearby, also having specified am
I am creating a scene where I use a box to represent a room and different models within that box. When I enable lighting, my models light up fine but the room itself (the inside of the box) does not l
I have a 3D Modell of a house, where the roof is invisible so that the rooms can be seen (like here) But (for now) I have no textures and each surface has the same color, e.g.,
As I was reading RedBook I stayed quite confused, that openGL can have maximum 8 lights in scene (number depending on implementation, but should be arround 8).
I have this question in mind: I need to make a scene that looks like a real sky. My first idea was to make a cube and texturize it. It wasn\'t 开发者_StackOverflow社区that good looking. I came up with
I am having trouble with OpenGL 1.1 lighting.My code works on the iPhone 4 but not the iPhone 3G.Everything appears unlit (flat colours).I don\'t have a 3GS so I can\'t find out if it works on that on
Is it possible to enable per-pixel lighting (so that I can have nice specular highlights on low te开发者_运维百科ssellated surfaces) in the OpenGL fixed function pipeline?The only way to do this is us
I am creating a simple application to get familiar with SlimDX library. I found some code written in MDX and I\'m trying to convert it to run on SlimDX. I am having some problems with the light becaus
I implemented some adaptive binarization methods, they use a small window and at each pixel the threshold value is calculated. There are problems with these methods:
I\'m trying to make a orb of light (Like a sun) but I can\'t seem to make it visible at all. I\'ll give you some snipets of code I have. It\'s in Java LWJGL, so it might look a little different.