Re: Impossible call 'patch' inside onkeydown handler?
Status: Alpha
Brought to you by:
cwalther
From: Christian W. <cwa...@gm...> - 2008-01-31 12:00:08
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Andrea Viaengo wrote: > Christian Walther <cwalther <at> gmx.ch> writes: > >> You can't create patches at run time. What would you need that for? >> Would it be very inconvenient to have to reload the node for it? > > Ok, I understand you, I should find a workaround to this. > > Well, I'm working on a lua library fot drawing simple 3d object, > as explain you before, the big problem is put the patches in the > correct geometrical order, > So, for the moment I have operate in this manner: > ... OK... I hope you understand that you are operating so far outside of Pipmak's primary scope here that I treat the particular problems you're encountering with low priority. > I have tryed (just for test) to enable depth buffer on SDL (before calling > SDL_SetVideoMode( width, height, bpp, flags ) > > using: > > SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); > > but it's not sufficient, because the behaviour isn't changed..... You need to glEnable(GL_DEPTH_TEST), too. But as I mentioned, I suspect that having the depth test enabled all the time will mess up (i.e. make invisible) a lot of things. glDepthFunc(GL_LEQUAL) may help somewhat in that case. -Christian |