Spinning Pyramid, Rotating Cube - Open GL

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Post by BackupUser »

Restored from previous forum. Originally posted by dmoc.

LJ - Another poss explanation of Ebs's problem maybe old drivers. I remember reading (several years ago now, so they'ed have to be *very* old drivers) about a point in OpenGL's history when they swapped the convention for polygon winding, ie, the order of verts that determines which way a poly is facing and is therefore visible from. Just an idea... or was it a dream... can any one confirm this?
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Post by BackupUser »

Restored from previous forum. Originally posted by VPureBasic.
Originally posted by dmoc

Re your full-screen example, are these commands part of your lib? If so the version on the Resources site does not have them.
Hi

Try http://www.reelmediaproductions.com/pb/asmlibrary.html

and look ScreenEx_V2.zip and WindowEx_V2.zip... They should be there!

Roger
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Post by BackupUser »

Restored from previous forum. Originally posted by dmoc.

Ah yes, my mistake. I'll give it a go later. Thanks Roger.

PS: It was your 3DEngine lib from 2002 that clashes with PBOrge. Are you still developing it?
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Post by BackupUser »

Restored from previous forum. Originally posted by LJ.
Originally posted by dmoc

LJ - Another poss explanation of Ebs's problem maybe old drivers. I remember reading (several years ago now, so they'ed have to be *very* old drivers) about a point in OpenGL's history when they swapped the convention for polygon winding, ie, the order of verts that determines which way a poly is facing and is therefore visible from. Just an idea... or was it a dream... can any one confirm this?
I don't think that vertex ordering was his problem because he fixed it by simply adjusting the Translate. If it was vertex ordering, then he would have to adjust the counterclock wise drawing of the objects.
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Post by BackupUser »

Restored from previous forum. Originally posted by dmoc.

May not be the case... could be seeing the inside of the everthing. This would be obvious though as it would look strange on screen. Try messing with these...

glEnable_(#GL_CULL_FACE)
glEnable_(#GL_CCW)
glFrontFace_(#GL_CCW)
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Post by BackupUser »

Restored from previous forum. Originally posted by LJ.

Right. But the fact that he fixed it by simpling altering the Translate command (camera position) tells me it's not flipped faces but rather initial camera perspective values.
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Post by BackupUser »

Restored from previous forum. Originally posted by VPureBasic.
Originally posted by LJ

Right. But the fact that he fixed it by simpling altering the Translate command (camera position) tells me it's not flipped faces but rather initial camera perspective values.
Hi all,

Friday, april 11th ( tomorrow for me ), all your camera problems will be solved... I will upload to the resources site my Camera library with more than fifty new commands. With this lib you will be able to create, split ,generate Cameras with Perspective or Orthographics views as you want.

Stay tune...
Roger
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Post by BackupUser »

Restored from previous forum. Originally posted by VPureBasic.
Originally posted by dmoc

Ah yes, my mistake. I'll give it a go later. Thanks Roger.

PS: It was your 3DEngine lib from 2002 that clashes with PBOrge. Are you still developing it?
Hi Dmoc,

Yes I still developping it... and, it will never be compatible with Ogre... but full integrated with PureBasic:) I know that Ogre is more powerfull... I am coding for myself and I love to share my knowledge when I can. That will give you the chance to choose with two differents products... As Fred always say "More choice or more tools will only help PB to grow up"...and, I agree with him!

So, I upload each parts of the engine bit by bit because I am trying to make some example for each functions... something like a little tutorial. And, it give you time to try and understand very well all functions too :)

Roger
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