> I recommend you check out the Red Book, as it describes the OpenGL pipeline
> quite well and simply... older versions are available online as well I
> believe.
Yes, I found it. Looks like a good information source. Thanks for the hint :)
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Stefan Dösinger gmx.at> writes:
>
> > Seems to me that the call to glOrtho should be replaced by a call to
> > glViewport(x,y,width,height) and glDepthRange(near,far). Since your
> > vertices are already in viewport coordinates, according to the comment in
> > the code, how does something like
> Seems to me that the call to glOrtho should be replaced by a call to
> glViewport(x,y,width,height) and glDepthRange(near,far). Since your
> vertices are already in viewport coordinates, according to the comment in
> the code, how does something like the following work for you:
> gl
Stefan Dösinger gmx.at> writes:
> I don't know much about GL drawing, but I noticed that GL clips primitive
> parts that are outside the Z range. So if vertices that were processed into a
> [0,5.] Z range are drawn into a [0,1.0] viewport leads to missing
> vertices. I guess I have to atte
Hi,
> 2 different viewports or just two different projection matrix settings?
> The way 2D overlays are handled in OpenGL from my (very limited)
> experience is that you setup your normal glPerspective, and then once
> you've drawn everything in the world, you switch to a glOrtho2D and do
> whateve
Stefan Dösinger wrote:
Err reading your e-mail again, pardon my directx ignorance, but aren't
all d3d z values supposed to be in the [0.0, 1.0] range? I thought that
was the range for the z buffer. I recall reading that one of the main
annoyance differences between OpenGL and D3D was OpenGL used
> Err reading your e-mail again, pardon my directx ignorance, but aren't
> all d3d z values supposed to be in the [0.0, 1.0] range? I thought that
> was the range for the z buffer. I recall reading that one of the main
> annoyance differences between OpenGL and D3D was OpenGL used [-1.0, 1.0]
> fo
Hi,
> Err reading your e-mail again, pardon my directx ignorance, but aren't
> all d3d z values supposed to be in the [0.0, 1.0] range? I thought that
> was the range for the z buffer. I recall reading that one of the main
> annoyance differences between OpenGL and D3D was OpenGL used [-1.0, 1.0]
Stefan Dösinger wrote:
If I force the z value in the [0.0, 1.0] range, it is shown, but the rest is
broken obviously.
Err reading your e-mail again, pardon my directx ignorance, but aren't
all d3d z values supposed to be in the [0.0, 1.0] range? I thought that
was the range for the z buff
In OpenGL, when you specify depth coordinates with glOrtho, they're
relative to the 'eye' which is pointing down the z-axis. So -30 actually
evaluates to +30 in absolute coordinates. Maybe something similar is
happening here? What happens when you draw a third triangle with z=0.5?
What if you m
Hello,
I have written a small Direct3D7 test application which draws two overlapping
triangles, a red one and a blue one. The red triangle has the z value 0.0
(closest to the viewer), the blue one 1.0(far away). Strangely, the blue
triangle overlaps the red one on Windows.
The same happens on t
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