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  1. Replies
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    Re: Unreal Engine 3 Shadow algorithm

    After reading up on the technique I’m fairly certain it’s similar to Humus’ ‘shadows that don’t suck’. When using a linear distance in the shadow maps the soft edge can easily be calculated in the...
  2. High precision single component render to texture?

    Hello,

    I’m currently working on a project that graphs data samples in opengl and then saves or displays the results. The images being generated are gray scale and the file format used when saving...
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    Re: Pixel Buffer Objects are very slow no?

    Ok I’ll bite…

    Based on information I’ve read here it’s my understanding that frame buffer read/writes are slow due to synchronous transport over the agp bus causing pipeline stalls. Is this...
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    Re: [OT]: BIG TIME...

    Matt,

    From what I understand so far (obviously limited) open source seems like a good community for certain types of software, however I think some software will always be proprietary and I...
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    Re: [OT]: BIG TIME...

    Btw (for anyone who’s interested): after reading that ‘3d engine’ post, I checked out the following engines:

    Crystal Space
    Torque
    Qube
    Nervax
    Nebula
    Panard
    OGRE
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    Re: [OT]: BIG TIME...

    I already read that doc, but your right I did misunderstand it. I got so caught up in the ‘not open source’ tirade that I focused on that instead of the similarities. I have to admit that by...
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    [OT]: BIG TIME...

    Ok, I know I’m just opening up a flame war, but...

    After reading a recent post here called ‘If you need in 3D engine’ I decided to check out a few of the engines. While poking around the Crystal...
  8. Re: Are there any chat rooms of openGL programming?

    Me too, I almost did the same thing... http://www.opengl.org/discussion_boards/ubb/smile.gif
  9. Re: Are there any chat rooms of openGL programming?

    According to dictionary.com ‘spelt’ is legit. I was a little skeptical myself, however I prefer the alternate definition ‘A hardy wheat grown mostly in Europe’. ...
  10. Re: Any suggestions on learning openGL -- A Chinese student

    By chance, What3v3r, would you happen to be American? Call it a hunch… http://www.opengl.org/discussion_boards/ubb/wink.gif

    [This message has been edited by john_at_kbs_is (edited 03-12-2003).]
  11. Re: I take it binding a lot of small textures is bad...

    Just tested the calling TexImage after the bind, same thing... oh, well...





    but what if the 8x8 area is embedded in a 512x512 texture with lots of other light maps. The whole thing would...
  12. Re: I take it binding a lot of small textures is bad...

    I’ll take another look tonight, but the memory usage was significantly higher than the total size of all of the textures, even after they were loaded.
  13. Re: I take it binding a lot of small textures is bad...

    Humus,

    That’s what I was hoping to hear, thanks for the reply. http://www.opengl.org/discussion_boards/ubb/smile.gif




    At least I’m not crazy (at least not completely), I can live with...
  14. Re: I take it binding a lot of small textures is bad...

    Ysaneya,

    Yes, I am light mapping per light with no shadows, the shadows I’m going to do dynamically so the maps are very small in most instances. I still like light maps compared with the newer...
  15. Re: I take it binding a lot of small textures is bad...

    I tried that once before, but the texture filtering was causing pixels from bordering texture areas to bleed into the current texture area. After that I tried adding a pixel border around the...
  16. I take it binding a lot of small textures is bad...

    First off I have a GF2 with det 43.00 drivers (also tried 41.09)…

    My app has a lot (10K) of very small textures (4x4 – 8x8). When my app was using more memory loading the textures than the...
  17. Re: "Bend" modifier as vertex program..........

    Robbo,

    You said you are using Max? Just install the SDK. The code for most of the modifiers is in the SDK. Just open up the bend project and see what max does.

    John.
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    Re: GeForce FX vs Radeon 9700 or higher

    Korval

    My GF2 is the only video card I’ve owned that I haven’t had any problems with and yes I have owned an ati card along time ago (All-in-wonder rage pro). I’m sure their stuff is better now,...
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    Re: OT: I believe you should all see this

    I don't know how I missed his posts... I went back and checked them out, omg... I think shaneduddy disserves his own category. We’re not just talking about one bad thread, this is more like a...
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    Re: GeForce FX vs Radeon 9700 or higher

    Good point, how do we know this isn't just more bs propaganda from nv to take the steam out of the ati 350 release? The nv35 will probably just end up being released this time next year... meanwhile...
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    Re: OT: I believe you should all see this

    Thats not likely to happen...

    I think you and fritzlang are tied for thread of the year... http://www.opengl.org/discussion_boards/ubb/wink.gif
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    Re: Using 2x2 RGB texture creates red lines?

    That makes more sense, now I can see how the line appeared.



    I do remember reading that... If my load time gets ridiculous I know how to fix it now.

    Thanks for the help guys...

    John.
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    Re: Using 2x2 RGB texture creates red lines?

    Good call... that was exactly it. I’m still not sure I understand why it worked on larger textures. You would think the load would still read in 4 components for the first pixel and then start the...
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    Using 2x2 RGB texture creates red lines?

    I've been trying to track down a problem in my app and I've created a test app with the same problem. If I create and bind an RGB - UNSIGNED_BYTE texture of any size other than 2x2 the texture looks...
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    Re: Columbia (not OT)

    Yes, my quick and inaccurate response... http://www.opengl.org/discussion_boards/ubb/smile.gif

    This is only my opinion, but...

    I think this whole topic is becoming a little destructive to the...
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