On 05/27/2012 03:29 AM, tommyl...@eircom.net wrote:
> Simply speaking, "near" and "far" clipping planes is something like two
> vertical planes in front of your eyes, and the view is rendered between them.
> Like hologram generator. Both of the planes must be in front of you, so
> "near" must be
ettings, so it makes nice blurr, but doesn't affect close range
picture.
Tomek
- Original Message -
From: "Kevin Fishburne"
To: gambas-user@lists.sourceforge.net
Sent: Sunday, 27 May, 2012 8:12:46 AM
Subject: Re: [Gambas-user] gb3: OpenGL Rotate and Translate logic
On 05/
On 05/27/2012 02:40 AM, tommyl...@eircom.net wrote:
> Ok,
>
> first - you've got perspective range as
>
> Glu.Perspective(45, sWidth / sHeight, -1, 1)<- should be positve and bigger
> ie. Glu.Perspective(45, sWidth / sHeight, 0.1, 500) or even more if the world
> is big.
>
> second - you're too l
A quote from NeHe tutorial:
"We push the matrix (which basically saves the position of everything on the
screen) and use glScalef(1.0f,-1.0f,1.0f) to flip the object upside down
(creating a real looking reflection). Setting the y value of
glScalef({x},{y},{z}) to a negative value forces OpenG
d of "flipped",
increase eyez in glu.LookAt().
See it it works, then we can sort out the rest.
Tomek
- Original Message -
From: "Kevin Fishburne"
To: gambas-user@lists.sourceforge.net
Sent: Sunday, 27 May, 2012 7:14:31 AM
Subject: Re: [Gambas-user] gb3: OpenGL Rotate and Tra
On 05/27/2012 02:14 AM, Kevin Fishburne wrote:
> On 05/26/2012 01:17 PM, tommyl...@eircom.net wrote:
>> Oops!
>>
>> I just realized, you use Gl.Ortho mode. That means Glu.LookAt is not for
>> you, I spent few hours trying to figure out how to make it work in ortho,
>> but I can't. It behaves
On 05/26/2012 01:17 PM, tommyl...@eircom.net wrote:
> Oops!
>
> I just realized, you use Gl.Ortho mode. That means Glu.LookAt is not for you,
> I spent few hours trying to figure out how to make it work in ortho, but I
> can't. It behaves like mad, no matter what origin you set up. Sorry, tha
1 AM
Subject: Re: [Gambas-user] gb3: OpenGL Rotate and Translate logic
On 05/25/2012 10:58 AM, tommyl...@eircom.net wrote:
> Hi Kevin,
>
> I attach simple project that uses glu.lookat and rotates around a point on
> the floor. Try it and tell if it's what you're looking for.
&
On 05/25/2012 10:58 AM, tommyl...@eircom.net wrote:
> Hi Kevin,
>
> I attach simple project that uses glu.lookat and rotates around a point on
> the floor. Try it and tell if it's what you're looking for.
>
> Tomek
Yes, that's what I'm looking for. I boiled that program down to the up
vector for
On 05/24/2012 05:00 AM, tommyl...@eircom.net wrote:
>
> Hi Kevin.
> I think you should concider using Glu.LookAt function, which should solve all
> your problems.
>
> I used it in collision project (attached) to follow the ball.
> You just set the camera with few parameters, and that's it! Please
> - Original Message -
> From: "Kevin Fishburne"
> To: gambas-user@lists.sourceforge.net
> Sent: Tuesday, 22 May, 2012 5:14:02 AM
> Subject: [Gambas-user] gb3: OpenGL Rotate and Translate logic
>
> Disclaimer: I've been working on this for days and nei
in fact moves your object by (-1,1,0...I
think:)) ).
That's for the moment, the rest we can discuss if you want.
regards
Tomek
- Original Message -
From: "Kevin Fishburne"
To: gambas-user@lists.sourceforge.net
Sent: Tuesday, 22 May, 2012 5:14:02 AM
Subject: [Gambas-user] gb3: Op
Disclaimer: I've been working on this for days and neither Google nor
trial and error is adequate, apparently.
I'm trying to render an overhead, 2D scene with the "camera" at the
center of the screen and the world objects rotated around it. Here are
my variables:
Camera.WorldX As Single '
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