So what is it supposed to look like? Can't read minds, you know...
I'll take a wild guess and say that, as is often the case with 3rd party models, the winding direction of the polygons is probably inconsistent. If you want to see the entire model, either enable double-sided rendering, or run the model through PoseRay (or some other model cleaner) and fix the polygon winding.
If i have multiple child windows, each with it's own gl context, and I load up a texture with glGenTextures(), what's the correct way to go about being able to share the same texture with multiple contexts? Do I need to manually load in the image/texture for each context?
I've never tried this so I can't answer from personal experience. There is just one short mention of this in the edition of the Red Book I have. It says that 'texture objects and display lists can be shared between contexts using wglShareLists'.
So I assume that a texture whose creation is wrapped in a display lists can be shared.
I am new to ZedGraph and I tryied a lot of things, searched the internet etc. The problem is that I did not find yet how to plot a function with step or with a time constant, and how to plot a derivative function. Can someone please help me? Thank you.
Luc Pattyn [Forum Guidelines][Why QA sucks][My Articles] I only read code that is properly formatted, adding PRE tags is the easiest way to obtain that. [The QA section does it automatically now, I hope we soon get it on regular forums as well]
Is it possible to pick points/edges/faces with the OpenGL API given a set of 2D coords? I know you can pick an "object", but can pick the individual components of the object? If not, anyone know of a good library that supports this or pointers on how to accomplish it?
Sure. You can achieve the granularity you like by placement of 'names' - UINT identifiers. You can draw as much or as little as you like between calls to glLoadName; if a rendered primitive is 'hit', it'll be identified by the name. No third party lib necessary - it's all built in. Check out Chap. 13 of the Red Book - 'Selection and Feedback'. (Well, it's Chap. 13 in the Third Ed., anyway. I think they're up to the 5th Ed. now.)
Managed DirectX is the variety that compiles with a NET Framework language, (C#),...you must have the NET Framework installed on the executing machine for it to work (and, yes, the SDK libraries that your program links to
are different). From my experience, the Managed DirectX API functions have the same functions available as the COM DirectX (C++) version, but the syntax when writing code is slightly different.
If you GOOGLE the two terms, you will find an enormous amount of information available (API Reference and tutorials). MSDN DirectX Developer Center[^]
Also, if you had bothered to look around here at CodeProject, you would have found An Enormous Number of Excellent DirectX Articles[^]
To expand on the above response, I believe Managed DirectX is actually a managed wrapper around the COM API. I think you still need the unmanaged DirectX SDK installed to work with Managed DirectX.
One thing to keep in mind is Managed DirectX is no longer in active development, and only supports up to DirectX 9.0c. If you want to access any DirectX 10 or 11 features, I would suggest using SlimDX[^]. I think when you install the SlimDX SDK, it also installs the DirectX SDK components it uses, but I'm not sure.
The shout of progress is not "Eureka!" it's "Strange... that's not what i expected". - peterchen
One thing to keep in mind is Managed DirectX is no longer in active development, and only supports up to DirectX 9.0c. If you want to access any DirectX 10 or 11 features, I would suggest using SlimDX[^].
So what's a problem in using Unmanaged DX? Work without managed wrapping. And if you want to access to DX 10 features, not essentially to install SlimDX, in DX SDK including libraries and samples that are necessary for DX 10 features.
I use in my program GDI+, i.e. graphics::FillPolygon to draw an nonrectangular polygon with particular transparency. Tis works fine on screen and also to printers.
But now I need to export the results of my program to HPGL.
So far so good, I installed a HP driver, with interface to “file”.
The result is OK, but the filling isn’t OK at all. I see an rectangle over the min-max box of my polygon, filled with a solid color.
Is there anywhere a driver available, which can do that job?
If I check the driver’s option “use memory in computer” the result looks a little bit better, but all I get now is a big bitmap.
well, i´m working in an application for windows mobile 6.1 (personal use)using visual basic .net. but in this platform is very limited. so i can´t do many things as in the win32. but i seen from my phone (htc touch pro, windows mobile 6.1 phone edition) graphics, and innovations that i really want to put in my application.
as 1,2,3, pages of transparent background, animation, programs launcher style.
any help, to guide me in wich lenguage i have to learn, and wich technology to use as (opengl es, directx, gdi+).
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