mattc
10-28-2002, 07:43 PM
hi. can you help with these questions?
1) proper bump/reflection/refraction mapping: could you please point me to some sample code (don't need an entire app) that only uses opengl 1.3 and/or arb extensions? i've got nvidia sdk but it relies on nv_combiners etc, i'm looking for a method that (a) is not reliant on a specific card/manufacturer, (b) allows me to vary the intensity of bumping *and* highlight colour/strength (preferrably dynamically and per vertex, but per triangle's okay too)
2) somewhat related to the above, i understand that, for max performance, you need to use vertex programs (otherwise it's respecify entire world geometry every frame): opengl 1.4 pdf doesn't say how you write vertex programs, is there a place where i can get language spec/syntax reference, like intel assemebly opcodes? hopefully some simple example code chunks, as i want to explore custom lighting etc.
3) colour/convolution matrix (the imaging subset): again, glspec 1.4 pdf is too abstract for my coding brain - are there any decent code samples on potential application? specifically, i wanna know if you can use it for things like hue rotation, on-the-fly tinting/grayscaling/colour space inversion (like a smooth "flash" from negative to normal image colours).
i haven't been able to play with these features cos there's no opengl 1.3/1.4 sdk for win32 and i'm in the process of building my own headers/libs, and all of these features are post-1.1 version of opengl. formal gl spec is quite impenetrable in places and i prefer to learn through code, so if you could help/point me to a good resource, i'd be well grateful http://www.opengl.org/discussion_boards/ubb/smile.gif if it helps in any way, i've done around 10 years of c/c++ and about 3-4 years of opengl 1.1. thanks for reading http://www.opengl.org/discussion_boards/ubb/smile.gif
1) proper bump/reflection/refraction mapping: could you please point me to some sample code (don't need an entire app) that only uses opengl 1.3 and/or arb extensions? i've got nvidia sdk but it relies on nv_combiners etc, i'm looking for a method that (a) is not reliant on a specific card/manufacturer, (b) allows me to vary the intensity of bumping *and* highlight colour/strength (preferrably dynamically and per vertex, but per triangle's okay too)
2) somewhat related to the above, i understand that, for max performance, you need to use vertex programs (otherwise it's respecify entire world geometry every frame): opengl 1.4 pdf doesn't say how you write vertex programs, is there a place where i can get language spec/syntax reference, like intel assemebly opcodes? hopefully some simple example code chunks, as i want to explore custom lighting etc.
3) colour/convolution matrix (the imaging subset): again, glspec 1.4 pdf is too abstract for my coding brain - are there any decent code samples on potential application? specifically, i wanna know if you can use it for things like hue rotation, on-the-fly tinting/grayscaling/colour space inversion (like a smooth "flash" from negative to normal image colours).
i haven't been able to play with these features cos there's no opengl 1.3/1.4 sdk for win32 and i'm in the process of building my own headers/libs, and all of these features are post-1.1 version of opengl. formal gl spec is quite impenetrable in places and i prefer to learn through code, so if you could help/point me to a good resource, i'd be well grateful http://www.opengl.org/discussion_boards/ubb/smile.gif if it helps in any way, i've done around 10 years of c/c++ and about 3-4 years of opengl 1.1. thanks for reading http://www.opengl.org/discussion_boards/ubb/smile.gif