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3D Reflection and 3DSelection
Posted: Mon Sep 06, 2004 5:19 pm
by DarkDragon
Hey PBUsers:
I have new pureopengl examples for you.
http://www.bradan.net/downloads/demo002.zip
There is a 3DSelection code(If you want to make an 3DEditor) and a Reflection(With stencilbuffer). Maybe I can make new tutorials after my next version of my 3DEngine for you.
Feedback please

Posted: Mon Sep 06, 2004 10:18 pm
by PolyVector
Nice, it worked perfect here

Posted: Mon Sep 06, 2004 11:30 pm
by Moonshine
Worked fine here, nice

Posted: Tue Sep 07, 2004 12:41 am
by Dreglor
it may be my card but are the reflections program seams super slow (how fast cube should it spin?) it moves hardly and jumps some times
i have a 9100 (hey don't laugh it can doom3 at avg 20 fps..)
Posted: Tue Sep 07, 2004 6:37 am
by DarkDragon
Uhm, well, maybe your card doesn't support StencilBuffer really good. Have you checked a newer version of your card-driver?
Posted: Tue Sep 07, 2004 6:25 pm
by benny
@DarkDragon:
Runs fine here with WinXP / GeForceMX4 440
Especially liked the Reflections-Demo ... nice work.
Posted: Tue Sep 07, 2004 6:35 pm
by Dreglor
DarkDragon wrote:Uhm, well, maybe your card doesn't support StencilBuffer really good. Have you checked a newer version of your card-driver?
it the newest one i jkust downloaded it a week ago
Posted: Tue Sep 07, 2004 7:40 pm
by thefool
really good examples. it runs totally fine on my "radeon 9600 XT 256 mb ddr"
Posted: Sat Sep 18, 2004 8:52 pm
by Christian
Hi!
Nice example! Works well on my "Matrox Millenium G550 32MB DDR".
But I've got a question about the LoadTexture_() procedure. Why is every texture loaded with this procedure vertical turned? Is it possible to load it in the right way?
Thanks!
Regards,
Christian
Posted: Sun Sep 19, 2004 11:28 am
by DarkDragon
Code: Select all
Procedure LoadTexture_(Filename.s, TexFilter.l) ; Returns the texture for an OpenGL application
img = LoadImage(#PB_Any, Filename.s)
Width.l=ImageWidth()
Height.l=ImageHeight()
Size.l=Width * Height
Dim ImageData.b(Size*3)
StartDrawing(ImageOutput())
For Y=Height-1 To 0 Step -1
For X=0 To Width-1
Color = Point(X,Y)
ImageData(i)=Red(Color)
i+1
ImageData(i)=Green(Color)
i+1
ImageData(i)=Blue(Color)
i+1
Next
Next
StopDrawing()
glGenTextures_(1, @Tex) ;Textur speichern
If TexFilter = 0 ;versch. Textur-Filter
glBindTexture_($0DE1, Tex)
glTexParameteri_($0DE1, $2800, $2600)
glTexParameteri_($0DE1, $2801, $2600)
glTexImage2D_($0DE1, 0, 6407, Width, Height, 0, 6407, $1401, @ImageData())
ElseIf TexFilter = 1
glBindTexture_($0DE1, Tex)
glTexParameteri_($0DE1, $2800, $2601)
glTexParameteri_($0DE1, $2801, $2601)
glTexImage2D_($0DE1, 0, 6407, Width, Height, 0, 6407, $1401, @ImageData())
ElseIf TexFilter = 2
glBindTexture_($0DE1, Tex)
glTexParameteri_($0DE1, $2800, $2601)
glTexParameteri_($0DE1, $2801, $2701)
gluBuild2DMipmaps_($0DE1, 3, Width, Height, 6407, $1401, @ImageData())
EndIf
FreeImage(img)
ProcedureReturn Tex
EndProcedure
Then it should be right.
[EDIT] Sorry posted the old code.
@Dreglor:
I have no idea, why it doesn't work well at your computer.
Posted: Sat Sep 25, 2004 9:45 am
by Christian
Thank you, works fine now.
regards,
Christian