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Type: Posts; User: ChrisBond

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  1. ARB_vertex_buffer_object issue on GeForce4 4200 Go

    Gurus,

    I have an application that runs just fine on my desktops GeForce Ti 4600, but seriously misbehaves on my GeForce4 4200 Go.

    Simplified summary of the way the app is *supposed* to work :...
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    Re: rendering larger images

    Liz,

    I'm guessing that the reason you're still asking is that maybe the question you're really asking is :

    "Given an non-power-of-two-dimensioned image larger than the size of the screen (say,...
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    Re: OpenGL performance on laptops

    We use a Dell Inspiron 8200, 1.7Mhz, 64MB GeForceToGo4, 1Gig RAM.

    No complaints except that there isn't a 128 MB version out there (we have absurdly large amounts of texture that get uploaded)....
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    Re: We are looking for Ed Benson from Hong Kong

    Pipes saver (pseudo) easter egg...

    Just 'cause I always wanted to pat the person who thought it up on the back... open the settings page for the pipes screensaver, select "textured" under surface...
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    Re: Multithreading in Opengl under windows

    Glad you like my idea, but be aware of its limitations. The phrase "break up my rendering code" makes me worry you're going to run out and try having two threads render to the same window at once,...
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    Re: Dual monitor with OpenGL ?

    Hmmm... interesting, because I've been doing debug the last few weeks with our new portable with NVidias NView (GEForce4ToGo) that supports "extend my desktop to this monitor". I'll have Visual...
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    Re: Multithreading in Opengl under windows

    *Or*, you can treat a single HGLRC the same way you would any other resourse shared between threads and only access it in a thread safe manner. Thus, you can avoid wglSharedLists, if you like. Just...
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    Re: > 64MB texure & GF4

    Moshe,

    My work also involves absurdly large sets of image data being used as textures under OpenGL. We came to the conclusion that we couldn't simply rely on being able to generate a single...
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    Re: glVertexPointer and stl...

    Robert,

    How about running through your octree during a "pre-render" phase and building an stl vector out of the elements determined to be visible in the next frame? That way, come render time,...
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    Re: OT: download this

    V-Man,

    Nope doesn't work... because the names the .cpl is looking for are mangled ("_gluPickMatrix@36", for example) so they don't exist in the regular GLU32.dll :

    more clearly:

    Functions...
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    Re: OT: download this

    Running on a Win2K machine also - did not display, but you knew that.

    Looked up where you stuck your registry entry - seems right to me, but control panel doesn't like it. When I run manually with...
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    Re: Demo problems on new GeForce 4 Ti 4600

    Okay, found our main problem : the machine had no sound card. I'm guessing that the calls into DirectSound aren't checking for NULL pointers... http://www.opengl.org/discussion_boards/ubb/smile.gif...
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    Demo problems on new GeForce 4 Ti 4600

    Well, Our new GeForce 4600 Ti just came in today, and we can't get any of the demos (wolfman, tidepool, squid, et. al) from the CD to run. After the resolution change, there's about a 2 second delay...
  14. Re: Fast YUYV (YUY2) -> RGB, RGBA conversion doen in OpenGl HW ??

    Well, It's not an Open-GL solution, but assuming you're on an Intel processor, there are performance libraries available that provide routines that use assorted special instructions to make this sort...
  15. Re: Does anyone know how to draw concave polygons quickly?

    A method for managing concave polygons with holes is given in:

    Ferguson, Stuart "Practical Algorithms for 3D Computer Graphics"
    Chapter 7.2 (p 254): "Triangulating Polygons With Holes"

    BTW, am...
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    Re: (OT) Multithreading Performance revisited

    marcus256,

    RE: running all threads in the same process at the same priority... when you create the thread, do you specify THREAD_PRIORITY_ABOVE_NORMAL for the physics engine? The threads priority...
  17. Re: Confused with game objects initialization in OO

    OT Warning - Not actually OpenGL, but IMHO anyone that cares enough about their code to look for more "correct" ways to initialize their system should be rewarded... ...
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    Re: Keeping previous screen image

    ***************
    OT WARNING
    ***************

    ... Only the last few sentences of all this have anything to do with OGL specifically; it's mostly showing how to get access to the pixel data on the...
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    Re: My new GF4 slower than my old GF3!?!

    Wow, opportunities for my first two posts both in the same day. What are the odds?

    Actually, this probably won't solve your problem, but something similar happened to me recently so I thought I'd...
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    Re: transparency problem

    Apologies if this is actually a reply to a secondary thread that got started, regarding the use of access functions rather than member variables... I've been lurking the boards a while now (thanks to...
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