Well as far as using Rendermonkey you can do that even if your running on nvidia board. I would look into geforce6 6600 when it comes out. But if you looking for uber cheap shader support any...
Type: Posts; User: Lurking
Well as far as using Rendermonkey you can do that even if your running on nvidia board. I would look into geforce6 6600 when it comes out. But if you looking for uber cheap shader support any...
I dont really work with cg but it was my understanding that every program requires a main function.
It appears that the problem is still there and i would recommend that you email the problem to nvidia.
If you upload your program somewhere i can test it on the latest registered developer drivers.
For the most part no SDK is really required for using opengl extensions. All that is really needed is the updated header from sgi. Though if you want a personal made library, you can use glee.
...
assuming your using multitexturing extension
First youll need a graphics card that supports opengl 1.5 or directx9. As for how the shaders work and get them setup i might recommend the new orange book www.3dshaders.com !
You use the GL_PROJECTION matrix. There are loads of tutorials that will help you out at http://nehe.gamedev.net
Also i would recommend that you look through the forums cause i have responded to many of the same questions about this topic. Please search the forums before posting.
Also i would recommend that you look through the forums cause i have responded to many of the same questions about this topic. Please search the forums before posting.
Damn you sound just like my old stupid high school programming teacher who knows nothing of programming. Just thought i'd let you know that your not alone. I still remeber him telling us that Visual...
Im currently working on one for my things though it will also have data structures in it as well. I should have a small public release soon supporting basic 4x4 matrix,3d vectors, and quaternions!...
You could also you SDL which can do similar things crossplatform.
http://www.libsdl.org
You also might want to try out SDL for easy setup when working with opengl.
http://www.libsdl.org
This really depends on your graphics card and the drivers installed. Go to the website of your graphics card and get the latest drivers!
http://www.nvidia.com
http://www.ati.com
http://oss.sgi.com/projects/ogl-sample/registry/
What drivers are you using?
you also might want to look at http://nehe.gamedev.net for opengl specific tutorials (really nice)!
Thanks that looks like it should help me out alot. When i get home ill have to mess with it.
It seems that my tangents and binormals are wrong from what i understand. The vertex part of the light seems to work (ie the triangle is shaded correctly when moved through the lights) but the bumps...
Sure. You can transform the light and half angle vector into tangent space in software though its probly faster on a vertex program!
Can you explain?
I have been using loops apon loops to get per-vertex lighting to work right. Now that i have it running on my md2 the only problem is that when i start wanting to animate it slows down really bad...
Nevermind i got it working now thanks alot for helping!
i guess another question i have is that is that when you use per-vertex normals and get their average for each vertex, do you do that for tangent and binormal as well?