OpenGL grass on a bigger landscape
Just sharing current state of my work before trying to improve water and trying to manage large amount of trees.
10,000 items across game development
10,000 results
Just sharing current state of my work before trying to improve water and trying to manage large amount of trees.
I thought making simple resizable UI layouts for ToyMaker would be easy, after implementing 3D graphics and physics. Apparently not.Here's what I've been working on the past week or two. …
WASM demo Source code: C, C++ Guide: Simple triangle in 2D
This is a roadmap for learning the basics of graphics programming on one's own, from free online resources. Introduction About This is a roadmap for learning basic graphics programming on …
So far weve only been using a cube and thats not very exciting is it. We probably want to expand beyond this cube if we want to make more impressive …
Light Casters: So lets maek some different light sources, different types of light behave differently. Some lightsources are super far away but super bright whilst some are close but weaker. …
testing my new grass implementation on my procedural 3d terrain terrain size is 300 x 300 meters here I used a high fog density value in order to hide the …
Materials:Were talking about materials in this chapter. So essentially a material is a collection of data that determines how light should bounce of a given object. It makes sense that …
So color:Color is light that bounces from an object right into your eyeballs. The object absorbs some rays and then what bounces of is the color you see in your …
So here were using GLM for our vector math, I am not going to go into detail around vector math nor how this works because honestly I can not explain …
Hi this is my previous Learning OpenGL devlog that I am now posting here on this website! Theres probably numerous innaccuracies but hey, its a start. The series is already …
[quote name='BlinksTale' timestamp='1333226929' post='4927014'] glScissors and glViewport must be called (in that order) once for every screen BEFORE glClear or glMatrixMode(GL_MODELVIEW) (which also must both come in that order). Then …
Bumping old post because this is a really nice easy way to do splitscreen, but I ran into some problems that I'd like others to not have to repeat: glEnable(GL_SCISSOR_TEST) …
I didn't notice the date of the post and saw that it was a question that would arise so common.
Why are you replying to a post made in 2001?
check out this NEHE article: http://nehe.gamedev.net/tutorial/playing_avi_files_in_opengl/23001/
Moved to the OpenGL forum, where it belongs.
[quote name='Jesse Chounard' timestamp='988795117' post='1232306'] Thanks Anon. My nearplane was indeed set to zero. I changed it and now everything is rendering (or rather, not rendering) correctly. Thanks a ton …
[quote name='stone421' timestamp='1314077252' post='4852655'] is there a correct answer? [/quote] Yes, there is a correct answer: don't bring back an eight and a half year old thread.
hey men you are ninja-coding why don't you try to show a message by opengl. Try to use glut
Page 1 of 500
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more