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djones1010
04-02-2009, 07:38 PM
these OpenGl functions:

glShadeModel(GL_SMOOTH)

glEnable(GL_NORMALIZE)

glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

LightPosition

LightDiffuse

LightSpecular

glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient)

glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse)

glLightfv(GL_LIGHT0, GL_SPECULAR, LightSpecular)

glLightfv( GL_LIGHT0, GL_POSITION, LightPosition)

glVertex3f()

glPopMatrix ()

glPushMatrix ()

glCallList()

glColor3d()

Jeff
04-07-2009, 09:03 AM
Thanks for posting. Someone from our development team should be able to help you out when they get a chance.

Gladsomebeast
04-07-2009, 10:49 AM
You can create a c++ custom node plugin with the Vizard Plugin SDK. This will allow you to use openGL functions.

Download the Vizard SDK here:

http://s3.worldviz.com/zip/Vizard30API.zip

RodRSpv
04-08-2009, 08:02 AM
Is the custom node plugin code we would have to write ourselves or is it already written? After downloading the SDK i noticed that there was already a custom node plugin in the file.

djones1010
04-08-2009, 07:09 PM
I have the Lite version of Vizard. Will this plugin work for this version?

Gladsomebeast
04-08-2009, 10:39 PM
RodRSpv:
You should copy, then modify the CustomNode example in the download to do your customized stuff.

djones1010:
Can't run custom plugins without the Dev or Enterprise versions. However, there are Vizard equivalents of the functions you mentioned. The lighting and color stuff are functions of light and node objects. The global changes and node specific rendering functions described in this doc:
http://www.worldviz.com/vizhelp/OpenGL.htm