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as seen on Ask Ubuntu
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I am facing a very frustrating issue with my computer right now. I successfully upgraded to Ubuntu 12.10 this afternoon, but after the upgrade, the graphical user interface seems completely broken. To be more specific, I can not get the Unity bar to appear on the right.
I have tried many things,…
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as seen on Game Development
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What should I learn? OpenGL 4.1 or OpenGL ES 2.0?
I will be developing desktop applications using Qt but I may start developing mobile applications in a few months, too. I don't know anything about 3D, 3D math, etc and I'd rather spend 100 bucks in a good book than 1 week digging websites and going…
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as seen on Programmers
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I was doubting: I'm writing a cross-platform engine OpenGL C++, I figured out windows forces the developers to access OpenGL features above 1.1 through extensions.
Now the thing is, on Linux, I know that I can directly access functions if the version supports it through glext.h and opengl version…
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as seen on Game Development
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I have migrated my code from OpenGL ES 2/3 to OpenGL 3 (I added bunch of defines and abstract classes to encapsulate both versions, so I have both in one project and compile only one or another). All I need to change was context initialization and glClearDepth. I dont have any errors. This was kind…
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as seen on Game Development
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When I try to run my lwjgl project, an error pops . Here is the log file:
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A fatal error has been detected by the Java Runtime Environment:
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EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x6d8fcc0a, pid=5612, tid=900
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JRE version: 6.0_16-b01
Java VM: Java HotSpot(TM) Client VM (14.2-b01 mixed…
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as seen on Stack Overflow
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I need to preserve the current GlBlendFunc so can restore it after I do some work. It seems that this is not one of the attributes that can be saved with GLPushAttrib, is there some other similar method I can use to preserve the state?
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as seen on Stack Overflow
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What glBlendFunc should I use to ensure that the opacity of my drawing is always the same? When I use glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) and multiple images are drawn on top of each other, the result is more and more opaque until it's completely opaque after a certain number of imgaes…
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as seen on Stack Overflow
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I created a particle System in OpenGl that's working great. When I want to get a burning effect of a fire or a beam or something(Where the system kind of "glows" and fuses all the colors together) I use this method call with OpenGL.
glBlendFunc(GL_SRC_ALPHA,GL_SRC_ALPHA)
glBlendFunc(GL_DST_ALPHA…
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as seen on Stack Overflow
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I have a texture that is semi-transparent with varying opacity at different locations. I have the main texture bitmap, and a mask bitmap. When the program executes, the alpha values from the mask bitmap are loaded into the alpha values of the main texture bitmap. The areas that I want to be transparent…
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as seen on Stack Overflow
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i want my lines to be drawn with negative color (taken from the screen under the line), i just didnt understand how the blending works, looked at docs etc, tested 50 combinations and so on. started to think its not possible at all...
could someone just give the two values, im tired of thinking how…
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