From: Kenny T. <kt...@ny...> - 2004-03-28 05:34:47
|
> > >From: Steve Baker <sjb...@ai...> >To: fre...@li... >Subject: Re: [Freeglut-developer] torus issues >Reply-To: fre...@li... > >Kenny Tilton wrote: > > > >>> I am building a GUI atop Freeglut. The various shapes morph into >>> fascinating other shapes as you drive their parameters towards extremes. >>> I could (and plan to) model various screen widgets using Glut built-ins. >>> Imagine that. :) >> >> > >I'm trying to...and I'm still thinking you'd be better off rendering >them yourself so they can be textured and coloured and so you can have >other shapes than the 'stock' ones that GLUT/freeglut comes with. > Well, my only point was that ya never know what folks will do with a library. But as an aside: I am having all sorts of fun texturing and coloring the built-in shapes. Granted, I am using the facility to have opengl gen the texture coordinate mapping to the shape, but I am still getting neat effects. >>> btw, here is another torus bug (I think) if you turn on front face >>> culling and have glut-solid-torus render a torus rolling towards you, >>> you can see inside the torus. >> >> > >I don't understand the problem. > Sorry, that should be back face culling. And to the other poster, no, this is not about going outside the viewing volume. That looks completely different, and besides, turning off the culling fixes the problem. My guess is that the polygons are being rendered CW, making them back faces in OpenGl's eye. Or at least that's how I got the same buggy effect recently. Finally, thanks to all involved, FG is working out great for my purposes. Thanks especially for eliminating the CPU hogging in the last release. cheers, kenny |