Hi, As I said I've just upgraded to the latest version of cl-opengl and now I'm having some issues. I'm upgrading from Frank Buss' April snapshot. The latest version seems to have some depth issues (or maybe it's just me!); when I draw a smooth shaded rotating cube (nehe6) the sides overlap the center and sometimes the backface is at the front. There is another demo that is a triangle and a square that rotate, I modified them so that they were overlapping but the one that's drawn last is always completely in front of the others. It's like I'm using the painters' algorithm. These demos looked fine before and I can't see anything that I'm doing that the gears demo isn't doing or visa-versa (except for display lists).
Any suggestions?
Cheers, Charlie
On 10/2/06, Charlie Burrows charlie.burrows@gmail.com wrote:
The latest version seems to have some depth issues (or maybe it's just me!); when I draw a smooth shaded rotating cube (nehe6) the sides overlap the center and sometimes the backface is at the front.
Send us your latest version of the nehe6 example. I'll try it out.
On 10/3/06, Luís Oliveira luismbo@gmail.com wrote:
On 10/2/06, Charlie Burrows charlie.burrows@gmail.com wrote:
The latest version seems to have some depth issues (or maybe it's just me!); when I draw a smooth shaded rotating cube (nehe6) the sides overlap the center and sometimes the backface is at the front.
Send us your latest version of the nehe6 example. I'll try it out.
-- Luís Oliveira http://student.dei.uc.pt/~lmoliv/
Here's a paste of nehe 1 (the base class) and nehe 5 which has a cube and a pyramid that rotate: http://paste.lisp.org/display/27272 It's easier than 6 because there is no texture, in fact when I talk about 6 in the above I really mean 5. I guess counting isnt my strong suit.
Cheers, Charlie
On 10/2/06, Charlie Burrows charlie.burrows@gmail.com wrote:
Any suggestions?
Sorry it took a while for me to reply. I tried your example and got an immediate segfault. I could only see one thing wrong your code and after fixing that everything runs ok, i.e., nehe5 looks fine.
You're using GL stuff in initialize-instance and there's no GL context at that time. You want to use an :after method on glut:display-window instead.
I hope that fixes your problem.
On 10/13/06, Luís Oliveira luismbo@gmail.com wrote:
You want to use an :after method on glut:display-window instead.
Erm, make that a :before method.
On 10/12/06, Luís Oliveira luismbo@gmail.com wrote:
On 10/2/06, Charlie Burrows charlie.burrows@gmail.com wrote:
Any suggestions?
Sorry it took a while for me to reply. I tried your example and got an immediate segfault. I could only see one thing wrong your code and after fixing that everything runs ok, i.e., nehe5 looks fine.
You're using GL stuff in initialize-instance and there's no GL context at that time. You want to use an :after method on glut:display-window instead.
I hope that fixes your problem.
-- Luís Oliveira http://student.dei.uc.pt/~lmoliv/
Yes, indeed it did and if only required a small change to nehe1.lisp because of the simple clos hierarchy.
Thanks! Charlie
cl-opengl-devel@common-lisp.net