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I am not quite sure, but what about that one:
http://lua-users.org/wiki/SampleCode
Friend google showed me.
Cheers
You have the thought that modern physics just relay on assumptions, that somehow depends on a smile of a cat, which isn’t there.( Albert Einstein)
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Thanks a lot, but it's not complete information.
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I am using glDrawArrays function and sets befor glLightModel(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE). Polygons are drawn with one side lighting. If I change glDrawArrays drawing to usage of glBegin( GL_TRIANGLES ) glEnd() glVertex() then the polygons are drawn with two side lighting. Someone could help me with the problem?
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I found hint to solve the problem - to add aditionals lights with opossite directions.
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But anyway would like to have correct solution of this problem.
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Will I have improvements in drawing with OpenGL, if I would sort objects by their colors (materials) and call functions glColor, glMaterial when the color is changed? How fast glColor, glMaterial functions, what is inside of them?
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Since these days most of OpenGL is accelerated in hardware on your graphics card, it could vary by the card you have installed. It would probably make your code more readable and maintainable if you grouped like properties but I doubt the overhead for a call to glColor is very high.
"Republicans are the party that says government doesn't work and then they get elected and prove it." -- P.J. O'Rourke I'm a proud denizen of the Real Soapbox[ ^] ACCEPT NO SUBSTITUTES!!!
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Hi,
I have an application , which can be configured through the Menu based console window system. Now I have to change this menu-based configuration window to Touch Screen with good GUI. Now since I am new to GUI programming, so I dont know how to proceed for this.
Can you please tell me how to start ? By that , I meant what tools to use to develop the GUI and then include in it the touch screen functionality.
Developer
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If it is a desktop application, then get a book on Programming Windows Forms, for whichever of the .NET languages you wish to use.
If it is a web application, investigate WPF, Silverlight and Asp.Net, to start with.
Bearing in mind that touch will be involved at some point, it would seem that Silverlight is likely to get that functionality before most other .NET technologies.
Hope this helps.
Henry Minute
Do not read medical books! You could die of a misprint. - Mark Twain
Girl: (staring) "Why do you need an icy cucumber?"
“I want to report a fraud. The government is lying to us all.”
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ty henry.
But onething i forgot to mention is that the application is linux-based.
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In that case check out the Mono project, a *nix implementation of .NET. They also have Moonlight (I think that is the right name) an implementation of SilverLight.
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Greeting Good People,
Does anyone have an idea of what XNA 3.0 is capable of graphically? I want to build a football game that will run on high-end pcs (e.g. 2.0 Ghz Quad Core Processors, 512MB+ dedicated video ram, Nvidia GeForce 9600M GT graphics/video card, 4 GB+ total ram, 17"+ screen with HD capabilities, 500GB hard drive, etc...). I would like the game to really look good.
However, I have not yet been able to find information on XNA's graphical abilities. I am new to game development and wanted to see if that is the engine I should use. More importantly, I wanted to see what it is capable of as far as games go. For example, is Madden 2007+ or BackBreaker possible in XNA 3.0?
Thanks,
Blitz
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Hi guys,
I want to draw an icon from an icon file on the screen (lets say main form).
Can you show me a fragment of code (C++ preferably) that will load an icon file and display the second sub-icon from it (in the .ico I have one icon in three dimensions. I want to see the second dimension).
Thanks in advance!
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Have Microsoft brought out a managed version of the latest DirectX 10 release (March 2009) or do they only do that once it's finalised?
TIA.
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So that's a no? You can only get a managed API through XNA?
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Klempie wrote: So that's a no?
Yes.
Klempie wrote: You can only get a managed API through XNA?
For DirectX 10, yes. I haven't coded for XNA and did simple stuff with managed DirectX 9 but I think there are differences between XNA API and DirectX API. I'm not sure about that.
Eslam Afifi
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Hello,
I want to create a sphere triangulation with given some input data like double radius, int stacks, int slices, double phiStart, double phiSweep, double thetaStart and double thetaSweep.
How can we create vertices(List of x,y,z points) for sphere with the given data?
I am very new to this 3D world and seeking help to learn and move forward. Please tell me how to do it or give me some help link so i get hint for the algorithm?
Thanks in advance.
modified on Monday, April 13, 2009 7:17 AM
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Sacha Barber has an article[^] where he generates sphere tessellate in WPF. Forget about the TextureCoordinates part for now and focus on the Positions and TriangleIndices.
Eslam Afifi
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Thanks a lot Eslam.
I was looking for very much similar solution.
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Hi,
I have found lot of code to draw rubber rectangles on shapes and controls which are not rotated.
How do I draw a rubber rectangle which is rotated at a particular angle? How do I handle mouse interactions for that?
With my current logic, I am maintaining a BaseRect (which consists of the unrotated rect).
Then based on the angle of rotation, I rotate each of the vertex about the center of the BaseRect to obtain the rotated Rectangle.
When the user resizes the rotated rectangle, I change the BaseRect accordingly and redraw the rectangle with the new vertices.
Now since the size of the rectangle has changed, so does the center. Due to this, when I recalculate the rectangle's vertices, after the user has finished dragging, the rectangle gets translated.
How do I solve this?
Ratish Philip
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You have to do a translation when the user finishes dragging, which cancels the translation(s) you're seeing.
I solved this problem a while back, and this is what it looks like I did from reviewing the code:
When the user resizes a rotated rectangle, the center changes, which is one source of unwanted translation. (I.e. you're rotating around a constantly-changing center.) To solve this part, use a fixed rotatePoint while the user is resizing. This fixed point is initially the center of the rectangle.
When resizing happens, set prePoint to the rectangle Location minus the rotatePoint. When resizing is done, set postPoint to the rectangle Location minus the new rectangle center. Then subtract (postPoint - prePoint) from the rectangle Location to (hopefully) cancel out the translation.
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i need to know know how to implement singly and doubly linkedlist using openGL and they run on visual studio...........
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You do know that OpenGL is a 3D graphics library?
"Republicans are the party that says government doesn't work and then they get elected and prove it." -- P.J. O'Rourke I'm a proud denizen of the Real Soapbox[ ^] ACCEPT NO SUBSTITUTES!!!
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hello everyone i really need your help here....
i have implemented a program that is clipping the polygon against a square..
what i need to do now is to use the vertices that got created after clipping to fill in the polygon
void OnFillPolygon()
{
wglMakeCurrent(m_hDC,m_hRC);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
::SwapBuffers(m_hDC);
glPushMatrix();
glColor3f( 1.0, 0.0, 0.0 );
glPolygonMode( GL_FRONT, GL_FILL );
glBegin( GL_POLYGON );
glVertex2i( 10, 10 );
glVertex2i( 100, 10 );
glVertex2i( 150, 50 );
glVertex2i( 100, 100 );
glVertex2i( 50, 80 );
glVertex2i( 10, 10 );*/
glEnd();
glPopMatrix();
wglMakeCurrent(m_hDC,NULL);
wglMakeCurrent(m_hDC,m_hRC);
glFlush();
::SwapBuffers(m_hDC);
}
this is just specifying exact vertex values...
what should i do so that those were the vertices after clipping.....?
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