glut

Exiting glutFullScreen()

旧城冷巷雨未停 提交于 2019-12-07 23:59:43
问题 I don't understand why when I press 'f' it enters into fullscreen but does not exit out of full screen. In the beginning of this method I have set bool fullscreen = false; Here is the code for my toggle: case 'f': //toggle screenmode if(!fullscreen){ glutFullScreen(); fullscreen = true; } else if(fullscreen){ glutReshapeWindow(1200, 900); glutPositionWindow(0,0); fullscreen = false; } break; 回答1: at the top of this method I have set bool fullscreen = false; Well, what do you expect to happen?

fatal error gl.h included before glew.h

强颜欢笑 提交于 2019-12-07 23:25:40
问题 #include<Windows.h> #include <GL/freeglut.h> #include <GL/glew.h> #include<gl/GLU.h> #include<gl/GL.h> #include<iostream> using namespace std; const int width=1280; const int height=960; void OnInit(); void OnShutdown(); void OnResize(); void OnRender(); int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitContextVersion (3,7 ); glutInitContextFlags (GLUT_CORE_PROFILE | GLUT_DEBUG); glutInitContextProfile(GLUT_FORWARD

How to do stereoscopic 3D with OpenGL on GTX 560 and later?

半城伤御伤魂 提交于 2019-12-07 13:30:24
问题 I am using the open source haptics and 3D graphics library Chai3D running on Windows 7. I have rewritten the library to do stereoscopic 3D with Nvidia nvision. I am using OpenGL with GLUT, and using glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STEREO) to initialize the display mode. It works great on Quadro cards, but on GTX 560m and GTX 580 cards it says the pixel format is unsupported. I know the monitors are capable of displaying the 3D, and I know the cards are capable

Drawing a solid sphere with transparency in openGL

烂漫一生 提交于 2019-12-07 12:51:26
问题 I want to draw a glutSolidSphere with some transparency, but it doesn't seem to work. glColor4f(1, 0, 0, 0); // should be completely invisible glPushMatrix(); glTranslatef(position.x, position.y, position.z); glutSolidSphere(3, 5, 5); glPopMatrix(); In my main function, I initialize with the following display mode: glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA | GLUT_ALPHA); What am I missing here? 回答1: You need to explicitely setup alpha blending . Another example. glEnable (GL

OpenGL buffers,glFlush and glutSwapBuffers()

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-07 12:33:56
问题 Is there any difference between using, glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); with glFlush() and glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB); with glutSwapBuffers() ? By difference, I imply difference in the execution or display of code ? 回答1: There is a huge difference on modern platforms, in the sense that compositing window mangers (e.g. Aero on Windows Vista+) effectively own the front-buffer. If you draw single buffered, a buffer swap never occurs, and the end result is that nothing

How can I increase distance (zfar/gluPerspective) where openGL stops drawing objects?

僤鯓⒐⒋嵵緔 提交于 2019-12-07 12:14:12
问题 I am learning OpenGL and having a problem with gluPerspective. Here is the code I use in Init() // Calculate The Aspect Ratio Of The Window // The parameters are: // (view angle, aspect ration of the width to the height, // The closest distance to the camera before it clips, // FOV, Ratio, The farthest distance before it stops drawing) gluPerspective(45.0f,(GLfloat)width/(GLfloat)height, 0.5f, 3000.0f); My scene works right.. but as soon as I go a little bit away from my objects they

glutInitContextVersion() is missing from glut library

杀马特。学长 韩版系。学妹 提交于 2019-12-07 06:41:38
问题 I am practicing some opengl code, how ever when i want to force the opengl context to use a certain version of opengl through glutInitContextVersion() it fails compilation process and gives this message:- use of undeclared identifier 'glutInitContextVersion' i want to fix this issue so i kept my code as simple as possible code #include "File.h" #include <GLUT/GLUT.h> #include <OpenGL/OpenGL.h> using namespace std; int main () { glutInitContextVersion(3,2); return 1; } However i was able to

background colour in opengl

折月煮酒 提交于 2019-12-06 21:12:38
问题 I want to change background color of the window after pressing the button, but my program doesn't work, can somebody tell me why, thanks in advance int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(800, 600); glutInitWindowPosition(300,50); glutCreateWindow("GLRect"); glClearColor(1.0f, 0.0f, 0.0f, 1.0f); <--- glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glutMainLoop(); system("pause"); glClearColor(0.0f, 1

Excuting the rest of my programme around glutMainLoop?

可紊 提交于 2019-12-06 11:30:26
I'm currently working on a project where an andoid app that I've written controls and object in my OpenGL window on the PC. Ive got the OpenGL window to do what I want and ive got the data from my android device to stream to a terminal. However I need the data being streamed to the terminal to be used by the OpenGL object. When I try and run them in the same script it just gets stuck in the 'glutMainLoop' and never reaches a point where connection to my device is established. I know this is a comman problem with the glutMainLoop. I'm looking for any advice. Am I going about it the wrong way?

How could simply calling Pitch() and Yaw() cause the camera to eventually Roll()?

醉酒当歌 提交于 2019-12-06 07:11:44
I'm coding a basic OpenGL game and I've got some code that handles the mouse in terms of moving the camera. I'm using the following method: int windowWidth = 640; int windowHeight = 480; int oldMouseX = -1; int oldMouseY = -1; void mousePassiveHandler(int x, int y) { int snapThreshold = 50; if (oldMouseX != -1 && oldMouseY != -1) { cam.yaw((x - oldMouseX)/10.0); cam.pitch((y - oldMouseY)/10.0); oldMouseX = x; oldMouseY = y; if ((fabs(x - (windowWidth / 2)) > snapThreshold) || (fabs(y - (windowHeight / 2)) > snapThreshold)) { oldMouseX = windowWidth / 2; oldMouseY = windowHeight / 2;