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		<title>OpenGL Dev - Advanced coding</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>OpenGL Dev - Advanced coding</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<item>
			<title>Shadow Mapping and MultiTexture problem!</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309891#Post309891</link>
			<description>
			<![CDATA[<b>Posted by</b> nakovn:<br />
			Sorry, my foreign languages is very bad.
I'm using shadow mapping with multitexture, but i have this problem.
When i rotate this face into shadow: 
[IMG]http://i178.photobucket.com/albums/w277/lequocnam/Truong%20Tan%20Group/shadowmapping2.png[/IMG]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 00:01:56 PST</pubDate>
		</item>
		<item>
			<title>glBufferData(GL_STATIC_DRAW) vs DYNAMIC_DRAW</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309859#Post309859</link>
			<description>
			<![CDATA[<b>Posted by</b> mhagain:<br />
			The GL_*_DRAW options are just hints to the driver about how you intend to use the buffer; drivers are in no way obliged to respect these hints and may place the buffer into any memory region they see fit.  The definition of &quot;see fit&quot; here would be t]]>
			</description>
			<pubDate>Wed, 08 Feb 2012 01:53:40 PST</pubDate>
		</item>
		<item>
			<title>Core requires more streamlined assets</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309857#Post309857</link>
			<description>
			<![CDATA[<b>Posted by</b> Alfonse Reinheart:<br />
			[quote]The fundamental issue is that in core OpenGL one cannot merge all of these meshes and draw in a single go since each mesh has its own material that I need to set using uniforms.[/quote]

Then you need to ask yourself a question: do you belie]]>
			</description>
			<pubDate>Wed, 08 Feb 2012 00:46:08 PST</pubDate>
		</item>
		<item>
			<title>Shadow Mapping work on Nvidia but not on Intel?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309794#Post309794</link>
			<description>
			<![CDATA[<b>Posted by</b> zweifel:<br />
			Randall, sorry for not providing the code in the first post. Here it is: 

[code]
        // Drawing for Shadow Mapping

        GLfloat ratio = ( GLfloat )window_width / ( GLfloat )window_height;
        GLfloat light_look_at[] = {0.0f, 0.0f ,]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 01:33:36 PST</pubDate>
		</item>
		<item>
			<title>hittest / glupickmatrix / selectionbuffer</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309765#Post309765</link>
			<description>
			<![CDATA[<b>Posted by</b> ccouto:<br />
			I think the problem is in the picking part and not in the processing hits part as i mentioned before.

Const BUFSIZE As Integer = 512

        Dim selectBuf(BUFSIZE) As Integer
        Dim hits As Integer
        Dim viewport(3) As Integer
   ]]>
			</description>
			<pubDate>Mon, 06 Feb 2012 07:25:40 PST</pubDate>
		</item>
		<item>
			<title>order of translations/rotations</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309761#Post309761</link>
			<description>
			<![CDATA[<b>Posted by</b> mikethebike:<br />
			roll, pitch and heading of a 128x128 terrain relative to an airplane. Now first i need to put the pilot at the center.
Thanks
]]>
			</description>
			<pubDate>Mon, 06 Feb 2012 04:51:31 PST</pubDate>
		</item>
		<item>
			<title>Reference docs on Wiki</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309721#Post309721</link>
			<description>
			<![CDATA[<b>Posted by</b> Alfonse Reinheart:<br />
			Over the last month or so, I've pulled the OpenGL 4.2 (core) reference documentation from the SVN repo onto [url=http://www.opengl.org/wiki/Category:API_Reference_4]the OpenGL wiki[/url]. All of the pages are prefixed with &quot;GLAPI/&quot;.

The main point]]>
			</description>
			<pubDate>Sat, 04 Feb 2012 16:05:10 PST</pubDate>
		</item>
		<item>
			<title>depth texture modification</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309684#Post309684</link>
			<description>
			<![CDATA[<b>Posted by</b> remdul:<br />
			There's a paper and some slides (PDF) by the guys from Crytek, where they explain this in detail how this was done in Crysis 1 (IIRC it includes some shader sample code). I also seem to recall DICE produced some slides about the same they did on Batt]]>
			</description>
			<pubDate>Fri, 03 Feb 2012 11:40:08 PST</pubDate>
		</item>
		<item>
			<title>Performance improvement</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309655#Post309655</link>
			<description>
			<![CDATA[<b>Posted by</b> nicolas:<br />
			For the cubemaps where distances are stored, they are computed using distance(p1, p2) and normalized using a max distance value. I remind you that distances are stored in &quot;GL_R16/GLushort&quot; color texture.

For the fragment value of surfaces, I compu]]>
			</description>
			<pubDate>Fri, 03 Feb 2012 02:27:07 PST</pubDate>
		</item>
		<item>
			<title>Framebuffer copy issue when using FBO objects</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309623#Post309623</link>
			<description>
			<![CDATA[<b>Posted by</b> BionicBytes:<br />
			My brother is reporting the same thing. He's developing on a MAC with GL 2.x and targeting mobile devices and also wants to copy FBO texture attachments to another texture. Binding the GL back buffer works fine, but an FBO with colour attachemnt is j]]>
			</description>
			<pubDate>Thu, 02 Feb 2012 08:05:56 PST</pubDate>
		</item>
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