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		<title>Developers - OpenGL coding: advanced</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>Developers - OpenGL coding: advanced</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<item>
			<title>Bindless Stuff</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274446#Post274446</link>
			<description>
			<![CDATA[<b>Posted by</b> Jan:<br />
			So i tried this magical NV_vertex_buffer_unified_memory because i want my app to run 7.5x faster.

All i can produce is hard crashes, though.

So, i reduced it to the case of binding only the index-array via bindless-stuff and leave the vertex-da]]>
			</description>
			<pubDate>Sun, 21 Mar 2010 08:36:10 CDT</pubDate>
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		<item>
			<title>(continue) motion blur of skinning mesh</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274440#Post274440</link>
			<description>
			<![CDATA[<b>Posted by</b> somboon:<br />
			Whoa thank for you in depth reply,you are the most generous guy on this board ^_^ .

My implement is still frame rate dependent too and it also got some performance hit by require RGBA16F to store velocity map in range -1,1 .

I try to store the ]]>
			</description>
			<pubDate>Sun, 21 Mar 2010 02:38:16 CDT</pubDate>
		</item>
		<item>
			<title>Map2 control point limit?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274419#Post274419</link>
			<description>
			<![CDATA[<b>Posted by</b> LetsGoOutside:<br />
			Nevermind.  Answer is yes.  Limit to array size is [32][32][3]...]]>
			</description>
			<pubDate>Sat, 20 Mar 2010 14:10:06 CDT</pubDate>
		</item>
		<item>
			<title>normals directions</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274406#Post274406</link>
			<description>
			<![CDATA[<b>Posted by</b> MaxH:<br />
			[quote=yakovm]The mesh is not closed.[/quote] If the mesh is not closed how do you even define 'inside' and 'outside'? If you can answer that question clearly in words, we (or you) should be able to do it mathematicaly.]]>
			</description>
			<pubDate>Sat, 20 Mar 2010 07:19:34 CDT</pubDate>
		</item>
		<item>
			<title>[pls help] camera capture as background, object on</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=274399#Post274399</link>
			<description>
			<![CDATA[<b>Posted by</b> Kelvin:<br />
			Re (1)

You don't have to use the full area of the texture image.  You can use just part of it, and then adjust your texture coordinates to extract just the part of the image that you used.

On the other hand, if you stretch the image to fill the]]>
			</description>
			<pubDate>Sat, 20 Mar 2010 00:38:05 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> Pierre:<br />
			My other 3d are draw, and they are at the same place.

mesh.FloatArray.Length return the numbers of case in array.
mesh.IndexArray.Length is the same thing.

My array for i use int in indexarray.

My news code is: But it's the same thing. I ha]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 17:16:53 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 = (GLdoub]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 13:54:44 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 us]]>
			</description>
			<pubDate>Fri, 19 Mar 2010 12:29:06 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>
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