C++ :: How To Make A Simple 3D Cube With OpenGL
Nov 26, 2013I am using SFML CodeBlocks and OpenGL i am not very good in OGL ...
i want 2 know how to make a simple 3d Cube with OGL ...
I am using SFML CodeBlocks and OpenGL i am not very good in OGL ...
i want 2 know how to make a simple 3d Cube with OGL ...
I search for a really simple window library with a OpenGL context. I really only want to create window, I don't want a GUI library like wxWidgets. The best would be, if the library is cross platform compatible. In Google I only find very big libraries with widgets and other stuff.
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my only concern is this
cout<<"enter password:";
cin>>pass;
how would i be able to make the characters appear as **** rather than the actual character that i would type as i am typing my password in CIN? or is it even possible?
when it comes to programming. I was trying to make a simple letter guessing game where the user has 6 chances to guess the letter V. The command prompt works fine until the user enters 'y' to play. It repeats my HIGH & LOW statements twice before letting me guess again. It's all a mess.
View 2 Replies View RelatedSo I made a code that shows a simple rectangle. How do I make it move using data structures? :)
Code:
#include "Glut_Setup.h"
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <vector>
#include <time.h>
using namespace std;
float P1= -5;
float P2= 2;
[Code] .....
I wrote some Code with SFML c++ and OGL that should display a rotatable Cube ....... it doesnt .. WHY?
#include<SFML/OpenGL.hpp>
#include<SFML/Graphics.hpp>
#include<iostream>
void display();
void specialKeys();
[code]....
Ive been experimenting with 3d graphics by using SDL only and lines to draw 3d shapes (no OpenGL or extension libraries, just pure math),
Ive used this page mainly to guide me on perspective projection but i have no luck [URL] ....
Ive been trying to draw a cube, but instead it gives me a mirrored dual triangular pyramids
This code here rotates the object as seen from the equations in this link: [URL] ....
double aX, aY, aZ;
for ( i = 0; i < model->qLength; i++ ) {
for ( j = 0; j < 4; j++ ) {
aX = model->quadArr[i].pointArr[j].x;
aY = model->quadArr[i].pointArr[j].y;
aZ = model->quadArr[i].pointArr[j].z;
[Code] .....
generally, i project it onto a 2d plane using: [URL] .....
double dx, dy, dz, dX, dY, dZ;
int bx, by, bX, bY;
for ( i = 0; i < model->qLength; i++ ) {
for ( j = 0; j < 4; j++ ) {
[Code] .....
I understand that my code is very messy and unoptimized, but im just concentrating on getting the core concepts to work with my code
#include <iostream>
#include <conio.h>
#include <iostream>
[Code].....
I can't find a way to square and cube the number I want, which the number will show in the notepad. Is there a way to cube and square a number in my program??
How I can make 2D games in OpenGL. I have sprites, but when I load them in game, they're all big and stuff, not pixel for pixel how I'd like them. How can I do this?
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#include<windows.h>
#include <stdio.h>
#include <stdlib.h>
#include<Gl/gl.h>
#include<GL/glut.h>
int n;
int m;
int *image;
[Code] ....
i want to draw a 3D snake in opengl.. i can't get nothing out of my search to make a start.. how it is made
View 4 Replies View RelatedI've read up on .bmp files on wikipedia and am currently attempting to make a function that can export a .bmp file of the screen of my programs. I've already begun work on it but it isn't working. The code I have so far is:
typedef char Byte;
typedef int Byte4;
typedef short Byte2;
struct BMP_Header {
[Code] ....
My problems are that when less then the required amount of bytes is needed to store a value in the file, the 00 bytes are skipped (Ex. The file will contain 42 instead of 42 00 00 00), and the Pixels are stored as nothing but 0D ( every value intended for storing pixel data is 0D ).
I don't know why, but textures in OpenGL are white. One day, I must've change something, and now my textures wont load properly. I tried rewriting my code that loads things multiple times, my textures still are white. Here is my code:
(I switched back to the FF pipeline temporarily, in my other projects I use shaders.)
Sprite.hpp
#include <SDL.h>
#include <SDL_opengl.h>
#include <fstream>
#include <iostream>
#include <string>
#include <vector>
#ifndef _SPRITE_H_
#define _SPRITE_H_
[Code] ....
I'm printing characters on a texture map using OpenGL and GLUT with C++. The problem is that when they appear on the map the x-coordinates are correct but the y-coordinates are upside down. The coordinates are being read from an input file and are in the form x,y with a semicolon separating each xy pair. I tried putting a negative sign in front of the y-coordinates to see if that would force the characters to go in the right place but that just made minus signs appear on the screen. Is there a function in OpenGL/GLUT that can invert coordinates by a certain value?
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glutmousefunc(),
When I click on the screen a ball is appear on it where clicked. but mouse work with pixel and circle work with coordinate between -1 and 1 ....
I am using the following code to print in SDL screen
SDL_GL_RenderText( timer, font, color, &position);
sprintf(timer," Time : %d",time);
to print in SDL screen(used with opengl) , i am doing project on C++, as "sprintf" is C style function , so i can't do like this , i am trying to use" ostringstream" , but i am not sure how to use it.
I am trying to compile an OpenGL program in Ubuntu.This program opens a blank window.
Code:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cstdio>
#include <iostream>
int main(int argc,char* argv[])
[code]....
What i'm trying to do is create a 3d game engine with opengl and i want to be multi platform. I'm trying to use code-blocks for this reason but i'm having trouble setting up opengl for code-blocks
View 1 Replies View RelatedI recently made a heightmap, it uses a triangle strip /row, and I try to figure out how can i color the triangles one by one. So, for example I have a color array of 9:
[0.0f,0.2f,0.6f //a triangles first vertex
0.0f,0.4f,0.3f //second vertex
0.0f,0.7f,0.2f] //third vertex
And I want to use it to color all triangles with it. My heightmap coords are in a vector:
vector<GLfloat> hmapcrds [x1,h1,z1; x2,h2,z2;...]
Like this:
c1 c2 c3 c4 c5 //row 1
c6 c7 c8 c9 c10 //row 2 coordinates
index array:c6->c1->c7->c2 ...cn->c(n-rwosize)->c(n+1)->cn->c(n-rwosize+1)
I draw my elements with a VAO and drawelements/row; (i tried drawrange but didnt work)
...
glGenVertexArrays(1,&VertArrObj);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLuint)*v_heightIndexes.sie(),&v_heightIndexes[0],GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer);
[Code] ....
I think it want to index my color array too, so how can i do that it only reads the 3 colors from my array, the repeat it /vertex/triangle till the end of drawing.
The shaders work fine, i changed the map to a triangle so it applied these colors, but with the map "I see only darkness before me".
with my working shader without color "in" - height coloring: [URL] ....
(I also want to do texturing per triangle.)
So I did read, however it said also that it was memory intensive and I had a question... I also came across this:
Window.pushGLStates();
Window.draw("Sfml Text");
Window.popGLStates();
The problem here is that none of these commands exist!
Window.draw should exist and even though I have all the proper includes I still get it telling me that 'Draw' is not a member of sf::Window
I have encountered that error many times everywhere across my sfml related code, it's not like they removed all those features in the update (Which they did not) but, why then would it not be a member?
I am supposed to create a class of rectangular prism in opengl. I am having touble in writing my "draw()" function.
I have searched the web, and lots of the sites have:
glBegin(GL_Quads);
glVertex3f(x,y,z);
glVertex3f(...);
glVertex3f(...);
glVertex3f(...);
3D coordinates for each face.
For my code, I am getting a value for lengths of x, y and z like "getXlength(x_length)" etc... I would like to know how I can use these values to draw the prism rather than giving values for each coordinates in each face.
I wrote a program in C + + and OpenGL using MinGW, which displays a map in 2D.
The following is a function that does the fault occur, ie when executes the statement gluTessEndPolygon (tobj) gives me segmentation fault:
// render each block as a polygon extruded into Z
void BlockGroup::BuildDisplayList() {
static GLUtesselator *tobj = NULL;
if( ! mod.world->IsGUI() )
[code]....
contours is a list of vectors of the following type:
std::vector<std::vector<GLdouble> > contours;
I report also:
#define VAR(V, init) __typeof(init) V=(init)
#define FOR_EACH(I,C) for(VAR(I, (C).begin()), ite = (C).end(); (I) != ite;
++(I))
I tried to use the debug and have come to the message of Segmentation Fault on education above. Now I do not know what to do.