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Analyzed about 1 month ago. based on code collected 3 months ago.
Posted over 9 years ago
If it's really a driver bug, which I am now also not quite certain, it would be nearly impossible to find it. After all, what do you want to find? It could be that you end up saying: Well, if I set the third-column-first-row matrix element of my MVP ma...
Posted over 9 years ago
Nobody? 
Posted over 9 years ago
Oh...thank you...i overlooked that:)Youre right;)
Posted over 9 years ago
You might notice that your time delta is just the negative of what you expect.The reason is that in your game loop "currentTime" is always the point in time in the past and "thisTime" is always the current point in time. So "currentTime" should always...
Posted over 9 years ago
Hey guys eehm, im having a problem with the lwjgl timer...i get a negative value back so heres my src code (made out of this tutorial:https://www.youtube.com/watch?v=0xsHwpzkNxQ)if everything works, ishould get 16 or 17 back or so sth package com.b...
Posted over 9 years ago
Quote from: Kai on Today at 12:26:56Huh... then it's definitely got to be a driver bug.I cannot explain how a fragment shader could possibly produce fragments where there were no primitives.Can you get hold of another...
Posted over 9 years ago
So, if I reinstate the call to glActiveTexture() before creating the texture and I do as above in the render loop, it works. You are awesome! Did you already know the answer or did you figure it out now and if so what was your reasoning? I find OGL to ...
Posted over 9 years ago
Okay, doing multitexturing with the fixed-function pipeline also requires using glClientActiveTexture().This sets the active client texture unit which will affect calls such as  glEnableClientState(GL_TEXTURE_COORD_ARRAY) and also glTexCoordPointer()....
Posted over 9 years ago
Thanks! Clearly I need to bone up on transformations. I thought that with the viewport set as it was this ortho call was correct.However, as hinted above, that was not my real issue. My problem is that if you replace GL_TEXTURE0 with any other unit yo...
Posted over 9 years ago
The problem is with your projection matrix.You are using Code: [Select]GL11.glOrtho( 0, WIDTH, 0, HEIGHT, 1, -1 ); so your viewport ranges from 0..WIDTH and 0..HEIGHT. But your quad is very small then, smaller than a pixel, because its vertices only ra...