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Type: Posts; User: Dareltibus

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    i'm on the your same philosophy. i learned in a...

    i'm on the your same philosophy. i learned in a month how using openGL. take a look at this. i made all mostly in my own. withour any tip on terrain generation or mapping ;-)
    I'm not an artist. The...
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    seems interesting. these are all functions called...

    seems interesting. these are all functions called by mainloop so..
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    So glut can manage multiple keypression cause it...

    So glut can manage multiple keypression cause it has a way to see if more than one key is Up or Down.

    Thanks to all now i'll have to try.

    EDIT. it seems very easy to use just looking the...
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    that seems much harder... but i will try this...

    that seems much harder... but i will try this way.. thanks! ;-)


    /*
    Simple Xlib application drawing a box in a window.
    gcc input.c -o output -lX11
    */

    #include <X11/Xlib.h>
    ...
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    alternatively i have to found some way to read...

    alternatively i have to found some way to read keyboard status... thanks.
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    Thanks. If i continue using "glut" graphics while...

    Thanks. If i continue using "glut" graphics while using SDL to get keys there will be any error?
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    but is Termcap related to key pressions? and...

    but is Termcap related to key pressions?

    and it is available only in Linux Systems..

    there is in open GL or in glut something says

    KeyIsPressedDown =true/false?
    i need only to know if a...
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    Multyple Keys in OpenGL - Freeglut

    Sorry For My English. Anyone know how to process multyple key pressions in a game created with Freeglut??

    for example if i made a first person shooter, i have to process 2 arrows at the same time...
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    founded

    luckily i found something to answer my question. but probably i'll have new problems.. ^^
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    Problem with refresh (freeglut)

    i'm doing something like that to create a 3d rendered animation (using C++):



    #include <freeglut.h>
    using namespace std;

    void StartingScene();
    void RefreshScene();
    void MyInit();
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