04-14-2023, 04:23 PM
So...
Right at the beginning - to the questions of @TempodiBasic:
#32 - texturing the cube - so this post was updated and I added a zip file with the source code and the textures I used, the ones you refer to are not mine.
#35 - thanks for the heads up. There were two problems. One is that for MIPMAPPING to work you have to use a texture such that both sides are divisible by two and at the same time such that its longest side is at most 128 pixels long. It is information that I read recently - respectively - one source claims that it is ideal to upload any large texture, that large is better, it only insists on the condition that both sides are divisible by two, but does not indicate for which version of OpenGL they mean it, and another source again states , that textures up to 128x128 pixels should be selected. This will probably be true, because at larger sizes the program will hang (after eliminating the fatal problem number 2)
Fatal problem number 2, now eliminated everywhere. I forgot! in the library declaration, include the BYVAL declaration before the input parameters. That was why it just didn't work. Now it works as it should and I added BYVAL to all the source codes in the entire thread. I'm very sorry for this, I thought it was unnecessary, but recently I was clearly proven wrong.
When you run the program now, I added the wallpaper to the thread, with which I tried it again, so the first texturing - linear will return a very square wallpaper. The next one will be smoother. The two smooth ones look the same, I don't know where the problem is, I thought maybe my graphics card doesn't support it?
#34: TerryRitchie - my pleasure and sorry for the confusion.
#35: Mnrvovrfc: I agree with what you're saying.
#36: BPlus: You'd miss a lot But I still can't find the satellites I wrote with MapTriangle...
#37: MasterGy: Well, I'll try to do it. I already had the fog locked in the cube so it should work. At the same time, the fog can be any color and also one number indicates its density. Basically.... well, I already thought of it. As one goes into the fog, according to the SIN, its density will rise to its center (ABS(SIN) = 1) and decrease to zero again as it leaves the fog. I also have to try if there will be three quadrics that create a new shape (for example 2 spheres + cylinder = dumbbell) so that instead of three quadrics only one displaylist would be called... I'VE NEVER TRIED THIS. Heck yeah that's a challenge. I'll try it. I'm not saying it will work, but I have to try!
Right at the beginning - to the questions of @TempodiBasic:
#32 - texturing the cube - so this post was updated and I added a zip file with the source code and the textures I used, the ones you refer to are not mine.
#35 - thanks for the heads up. There were two problems. One is that for MIPMAPPING to work you have to use a texture such that both sides are divisible by two and at the same time such that its longest side is at most 128 pixels long. It is information that I read recently - respectively - one source claims that it is ideal to upload any large texture, that large is better, it only insists on the condition that both sides are divisible by two, but does not indicate for which version of OpenGL they mean it, and another source again states , that textures up to 128x128 pixels should be selected. This will probably be true, because at larger sizes the program will hang (after eliminating the fatal problem number 2)
Fatal problem number 2, now eliminated everywhere. I forgot! in the library declaration, include the BYVAL declaration before the input parameters. That was why it just didn't work. Now it works as it should and I added BYVAL to all the source codes in the entire thread. I'm very sorry for this, I thought it was unnecessary, but recently I was clearly proven wrong.
When you run the program now, I added the wallpaper to the thread, with which I tried it again, so the first texturing - linear will return a very square wallpaper. The next one will be smoother. The two smooth ones look the same, I don't know where the problem is, I thought maybe my graphics card doesn't support it?
#34: TerryRitchie - my pleasure and sorry for the confusion.
#35: Mnrvovrfc: I agree with what you're saying.
#36: BPlus: You'd miss a lot But I still can't find the satellites I wrote with MapTriangle...
#37: MasterGy: Well, I'll try to do it. I already had the fog locked in the cube so it should work. At the same time, the fog can be any color and also one number indicates its density. Basically.... well, I already thought of it. As one goes into the fog, according to the SIN, its density will rise to its center (ABS(SIN) = 1) and decrease to zero again as it leaves the fog. I also have to try if there will be three quadrics that create a new shape (for example 2 spheres + cylinder = dumbbell) so that instead of three quadrics only one displaylist would be called... I'VE NEVER TRIED THIS. Heck yeah that's a challenge. I'll try it. I'm not saying it will work, but I have to try!