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<!-- RSS generation done by UBB.threads(tm) on Fri, 19 Mar 2010 21:22:19 CDT -->
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	<channel>
		<title>OpenGL Discussion All Forums</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>OpenGL Discussion All Forums</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<item>
			<title>Texturing on triangles issue</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274396#Post274396</link>
			<description>
			<![CDATA[<b>Posted by</b> mtnbiker:<br />
			Hello, I am currently taking an opengl class and have hit a wall with my texture coordinates. I am attempting to have my texture drawn onto a vehicle made up of triangles but no matter what combination of coordinates I use there is always unwanted stretch]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 21:22:17 CDT</pubDate>
		</item>
		<item>
			<title>VBO problems</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274386#Post274386</link>
			<description>
			<![CDATA[<b>Posted by</b> Stephen A:<br />
			[quote][source]#define offsetof(st, m) ((size_t) ( (char *)&amp;((st *)(0))-&gt;m - (char *)0 ))[/source][/quote]

Wrong programming language, this looks like C# w/ Tao Framework. :)

The offsets are indeed wrong, fix them and you should see something on scr]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 17:16:53 CDT</pubDate>
		</item>
		<item>
			<title>polygon storage class best practices?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274383#Post274383</link>
			<description>
			<![CDATA[<b>Posted by</b> revg75:<br />
			Hi Guys,

I am creating software that will take in building dimensions and properties from a database and create a 3D preview of the building in opengl.

I know that I will need to put windows in the walls in arbitrary locations on a polygon which I a]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 16:38:48 CDT</pubDate>
		</item>
		<item>
			<title>Share data between shader programs</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274381#Post274381</link>
			<description>
			<![CDATA[<b>Posted by</b> Dark Photon:<br />
			[quote=nickels]I want to dispatch my lighting info (for several lights) to the shader program, but it seems wasteful to do this over and over.

How to send the data to the gpu once and then access it from the same shader on multiple calls and/or multipl]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 16:25:43 CDT</pubDate>
		</item>
		<item>
			<title>Does tessellation level effect texture fidelity?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274379#Post274379</link>
			<description>
			<![CDATA[<b>Posted by</b> Alfonse Reinheart:<br />
			No.]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 15:56:17 CDT</pubDate>
		</item>
		<item>
			<title>Error in http://www.opengl.org/.../redbook/tess.c</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274371#Post274371</link>
			<description>
			<![CDATA[<b>Posted by</b> MUFTI:<br />
			It looks like, there is a memory error in the tess.c 
redbook example on the www.opengl.org:
 [url=http://www.opengl.org/resources/code/samples/redbook/tess.c]http://www.opengl.org/resources/code/samples/redbook/tess.c[/url] 

   vertex = (GLdouble *)]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 13:54:44 CDT</pubDate>
		</item>
		<item>
			<title>[Pls Help] Texture video from camera input, add...</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274370#Post274370</link>
			<description>
			<![CDATA[<b>Posted by</b> Ehsan Kamrani:<br />
			1)If your OpenGL implementation supports ARB_texture_non_power_of_two then you can load and render non power of 2 textures.
2)You bind the texture before drawing the plane object. If you rotate your plane, your texture coordinate are also rotated--So the]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 13:51:42 CDT</pubDate>
		</item>
		<item>
			<title>Render To Integer Texture</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274362#Post274362</link>
			<description>
			<![CDATA[<b>Posted by</b> YarUnderoaker:<br />
			Strange, but I do not get any errors, although the objects draw by Begin/End. Okay I'll have to write shaders that would draw a scene :(
PS: a result of CUDA kernel is integer texture to. But I render it with shader.
[quote]#version 150
uniform usample]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 12:29:06 CDT</pubDate>
		</item>
		<item>
			<title>How to learn OpenGL</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274356#Post274356</link>
			<description>
			<![CDATA[<b>Posted by</b> mycral:<br />
			OpenGL super bible ]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 11:30:02 CDT</pubDate>
		</item>
		<item>
			<title>To ARB or not to ARB</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274351#Post274351</link>
			<description>
			<![CDATA[<b>Posted by</b> V-man:<br />
			The non ARB version of functions are core functions. So, the right GL version must be supported by the driver. You can check that with glGetString(GL_VERSION).

Yes, Using ARB or even EXT version gives more compatibility specially if you want to support]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 09:39:45 CDT</pubDate>
		</item>
		<item>
			<title>converting from ortho to perspective view</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274350#Post274350</link>
			<description>
			<![CDATA[<b>Posted by</b> Dark Photon:<br />
			[quote=bytebucket]I have an app which has used only orthographic projection up to this point. I'd like to add, as an option, perspective projection. ... 
[code]glOrtho(gLeft, gRight, gBottom, gTop, -gNear, -gFar)[/code]
A simple replacement of this with]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 09:35:34 CDT</pubDate>
		</item>
		<item>
			<title>Google Summer of Code proposal</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274349#Post274349</link>
			<description>
			<![CDATA[<b>Posted by</b> gephi:<br />
			Hi all,

[url=http://gephi.org]Gephi[/url] organization, open-source graph visualization plaform is looking for students application about a Shader-based visualization engine.

You may already know how Google SoC works, basically a student will receiv]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 08:56:46 CDT</pubDate>
		</item>
		<item>
			<title>Rendering static content</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274329#Post274329</link>
			<description>
			<![CDATA[<b>Posted by</b> Ilian Dinev:<br />
			Display-lists (old), VBOs (recommended)]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 23:38:22 CDT</pubDate>
		</item>
		<item>
			<title>Need help with drawing a line</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274324#Post274324</link>
			<description>
			<![CDATA[<b>Posted by</b> James A.:<br />
			yes, or p+N, if your Normal is normalized. In which case it will give you a second point of distance 1 away from your first point P.]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 22:53:45 CDT</pubDate>
		</item>
		<item>
			<title>Bitmap File</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274322#Post274322</link>
			<description>
			<![CDATA[<b>Posted by</b> ZbuffeR:<br />
			I think I found something :
[code]
fread(&amp;p,1,1,fp);
b = p/255;
fread(&amp;p,1,1,fp);
g = p/255;
fread(&amp;p,1,1,fp);
r = p/255;
glColor3f(r,g,b);
[/code]

1) p/255 is an integer division in C. That mean either 0 or 1 as a result ...
2) instead, you ]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 21:37:49 CDT</pubDate>
		</item>
		<item>
			<title>texture mapping</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274297#Post274297</link>
			<description>
			<![CDATA[<b>Posted by</b> sidesprang:<br />
			never mind. found the error. copy pasted wrong function :P]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 17:04:58 CDT</pubDate>
		</item>
		<item>
			<title>NVIDIA releases OpenGL 3.3 drivers</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274284#Post274284</link>
			<description>
			<![CDATA[<b>Posted by</b> Rob A:<br />
			The driver download page says that the newly released drivers support GeForce 8000 and up, but when I attempt to update from my previous driver it says the device isn't supported.

I have a GeForce 8600M GT, 32-bit XP SP3.

Is this not going to work? ]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 15:29:52 CDT</pubDate>
		</item>
		<item>
			<title>bitmap animations</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274283#Post274283</link>
			<description>
			<![CDATA[<b>Posted by</b> beginnertom:<br />
			+_+]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 15:27:21 CDT</pubDate>
		</item>
		<item>
			<title>TexCoord</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274276#Post274276</link>
			<description>
			<![CDATA[<b>Posted by</b> Rosario Leonardi:<br />
			you have first need to fill the buffer with your data.
You can use one buffer object for each attribute or a single buffer object for every attribute.
This tutorial should be ok.
http://www.songho.ca/opengl/gl_vbo.html

Then your code is almost ok.
]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 13:15:50 CDT</pubDate>
		</item>
		<item>
			<title>The new stuff</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274269#Post274269</link>
			<description>
			<![CDATA[<b>Posted by</b> Jan:<br />
			Alfonse just formulated exactly my thoughts.]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 12:00:24 CDT</pubDate>
		</item>
		<item>
			<title>Conditionals in a Fragment Shader</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274264#Post274264</link>
			<description>
			<![CDATA[<b>Posted by</b> Bruce Wheaton:<br />
			Looks like switch was added in GLSL 1.3, which isn't on Mac, as you say.

I can do if/else no problem. I can only presume Nvidia's compiler is smart enough to optimize that the same as a switch, since I'm sure a lot of code hasn't moved to the newer syn]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 11:32:58 CDT</pubDate>
		</item>
		<item>
			<title>How could I put a visual marker to show lights?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274263#Post274263</link>
			<description>
			<![CDATA[<b>Posted by</b> Ehsan Kamrani:<br />
			You object is simply at the same position defined with 
[code]glLightfv(GL_LIGHT0 + i, GL_POSITION, m_lightPos );[/code]


[code]glDisable( GL_LIGHTING );
glPushMatrix();
glTranslatefv( lightPos );
//Draw your preferred shape for the light source
]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 11:21:38 CDT</pubDate>
		</item>
		<item>
			<title>User Interface using OpenGL</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274262#Post274262</link>
			<description>
			<![CDATA[<b>Posted by</b> Mukund:<br />
			Yeah that was kinda what i was looking for..I got an idea as to how i can proceed now..
Thanks for your help.]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 10:46:44 CDT</pubDate>
		</item>
		<item>
			<title>texelFetch() + modulo or texture() + GL_REPEAT</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274261#Post274261</link>
			<description>
			<![CDATA[<b>Posted by</b> aqnuep:<br />
			There can be rounding errors in case of the normalized texture coordinates (due to the normalization process) but those should not produce any visual artifacts if you use NEAREST filtering.]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 10:42:08 CDT</pubDate>
		</item>
		<item>
			<title>How does OpenGL perform its rendering?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274259#Post274259</link>
			<description>
			<![CDATA[<b>Posted by</b> JRGlide:<br />
			OK, Thank you.]]>
			</description>
			<pubDate>Thu, 18 Mar 2010 10:22:11 CDT</pubDate>
		</item>
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