hey pal,thanks for the reply.one more thing,u mean i shud create named buffers?i havent tried what u have said.i will do that now.but just confirm this.named buffers.cud u just write 2 lines on this.i mean a small code on how to create named buffers.
also of what i get out of ur mail,i need to create a buffer and draw my new scene and then swap it with the front buffer.so 1st i create 2 buffers.i draw things in both buffers.and at the end flush the front and then swap it with back.do u mean that?in the back,i draw the same thing with black rite?which wud overdraw on it.but wont it leave a trail behind?
Stupid newbie problem:vertex moving
He mean, draw on the back buffer (wich is not shown) and then flip them so it do a kind of blitting and seem much more smoother than always drawing the same buffer.. but I don''t know about double buffering in linux or solaris since windows it is set in the pixel format and then use a wgl command to swap buffer... anyway.. and I never heard of named buffer... its just back and front, you specify double buffer and it do all the job

If you''re using Windows and OpenGL it''s easy. Just create a PixelFormatDescriptor with a double buffer in it (front and back). You ALWAYS draw on the backbufer (it''s automatic). When you make a call to SwapBuffers the back becomes front and you can see you work. If you use any other programs (linux, delphi, directX, whatever) then I really have no idea. Oh.. And I too have never heared of named buffers...
Sander Maréchal
[Lone Wolves Production][Articles][GD Emporium][E-mail]
Sander Maréchal
[Lone Wolves Production][Articles][GD Emporium][E-mail]
<hr />
Sander Marechal<small>[Lone Wolves][Hearts for GNOME][E-mail][Forum FAQ]</small>
Moving things requires measurements of time.
I also had a similar problem some time ago and I solved it by just taking a time measurement. Don''t ask me why, it just worked.
glTranslatef(x, y, z);
x+=.005f;
y+=.04f;
z+=.008f;
Depending on the machine it will go very fast or very slow, because it will update every frame. Trust me, flickering can be caused by this.
glTranslatef(x, y, z);
x+=.005f*TimeElapsed;
y+=.04f*TimeElapsed;
z+=.008f*TimeElapsed;
It''s better.
I don''t think this post will be useful but those are my two cents. Maybe it will help looking in other directions...
I also had a similar problem some time ago and I solved it by just taking a time measurement. Don''t ask me why, it just worked.
glTranslatef(x, y, z);
x+=.005f;
y+=.04f;
z+=.008f;
Depending on the machine it will go very fast or very slow, because it will update every frame. Trust me, flickering can be caused by this.
glTranslatef(x, y, z);
x+=.005f*TimeElapsed;
y+=.04f*TimeElapsed;
z+=.008f*TimeElapsed;
It''s better.
I don''t think this post will be useful but those are my two cents. Maybe it will help looking in other directions...
Previously "Krohm"
I rebuilt my program (copy-pasted the cube-drawing code into another project) and tried moving with glTranslatef again. Well, it worked!
Thanks for all the help (even though I can''t figure out the problem - the two files seem identical).
Krohm: I''m aware of the time/frame-problem. Now that I got the base code working I''m going to fix that.
Thanks for all the help (even though I can''t figure out the problem - the two files seem identical).
Krohm: I''m aware of the time/frame-problem. Now that I got the base code working I''m going to fix that.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement