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Type: Posts; User: Toni

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  1. Replies
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    Is there any reason why GTX 660 is not supported?...

    Is there any reason why GTX 660 is not supported? I bought one thinking it will work for several ogl 4.x generations... :(
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    Re: Curious to who is sticking with OpenGL now...

    At home i use linux, so i have to stick in ogl, and well, in fact i like it. At work it's another issue, as we have 2 GL applications, one that is web based with java and another that is for windows...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today

    mmm.... is it a mistake or the spec says that the whole ALPHA_TEST thinggie is deprecated? :/... what's the alternative?
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today

    I can hear the laughing at Seattle from here (and i'm in europe) :(
  5. Thread: OpenGL 3 Updates

    by Toni
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    Re: OpenGL 3 Updates

    I don't think they're incompetent as that, just they didn't thought about the community that has been (ant it's still) waiting an API for more than a year.
    Just saying "it will take a lot more than...
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    Re: Skeletal Animation Anyone?

    I suppose you mean pre or post autodesk :)
  7. Thread: VBO limit

    by Toni
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    1,063

    VBO limit

    Hi there guys,
    I'm experiencing problems with VBO when they surpass some limit (above 64k vertex)
    Those VBO contain vertex (4 float), normals (3 float) and 2 uv's arrays (2 floats each)...
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    Re: binding semantics for uniforms in CG?

    To get the texture unit binding semantic i do something like this, it might work for you, but check the name for color :)


    CGparameter paramStruct = cgGetFirstStructParameter(mParam);
    ...
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    Re: synchronized openGL windows

    well, you could use a global (ugh) variable.
    Window 1 sets the variable a true if it was false each time it updates anything on the model.
    Window 2 sets the variable to false if it was true, and...
  10. Oblique Frustum for mirrors and skyboxes (Is not a question but some advice)

    If you are like me, you probably have the standard method for a skybox, that is, draw a SxSxS cube around the camera.
    Well, this method works pretty well, excepting if your are using Oblique frustum...
  11. Thread: Tetxture3D

    by Toni
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    Re: Tetxture3D

    martial, the correct token is GL_TEXTURE_3D.
    If your are in windows you won't have that token directly avaliable (windows only has headers and libs for ogl 1.1 and GL_TEXTURE_3D was added later...
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    Re: make some pixels transparent

    you have to do it by setting the alpha in the texture file.
    open your texture file with some image editor (photoshop, the gimp...), paint the alpha channel and save it as tga or png 32 bits with...
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    Re: make some pixels transparent

    Of course, the easiest (for me) way is mapping a rectangle with a tga texture with alpha channel (painting in the alpha channel where u want transparency).

    Then you enable blending in opengl.

    ...
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    Re: Positional light help

    It's very important that you keep the object and the light in the same coordinate system. That's what usually drives me to that "light following the object" effect.

    so, as i assume that the light...
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    Re: Get OpenGL width/height view units

    there's no such things as opengl units.
    The size of the window (where opengl will draw) is, as Jack Dingler says, the size of the viewport.

    Those numbers will give you the size of the window...
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    Re: clipping the viewing volume

    Ok, in clipping space (post transformation) the coordinates are always in a cube of edge length 2 (from -1 to +1).

    Said that, wouldn't be easier to find the clipping volume using some kind of...
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    Re: best method for skybox

    mmm i think that no mattar how you put 512x512x6 textures that u won't have 1536x1536...
    i suppose u meant 1536x1024 if u sort them in a 3x2 way

    Toni
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    Re: Sub-Texture coordinates

    why don't u simply try (0,0) and (255,255)?

    Doesn't it work?


    Toni
  19. Re: Hardware accelerated off-screenrendering on Windows

    You should be able to use Frame buffer objects if your card supports it (take a look at the specification) is pretty easy compared to pbuffers :)

    Toni
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    Re: Inverted colors on startup

    yeah i use blending, the same during all the loading stage:
    GL_SRC_ALPHA, GL_ONE_MINS_SRC_ALPHA

    but that doesn't had to make any difference, i mean, during loading ... more or less after loading...
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    Inverted colors on startup

    Hi, i've noticed a strange behaviour that i don't know if it's normal or something.
    After starting my app i show a splash screen that should be displayed black with a grey logo, but i see it...
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    Re: mirrors and wrong projection (or something)

    Well, problem solved.
    It was my fault not my program's fault.
    I use some objects as RTT Objects, in culling phase, if i "see" one of these objects i set another culling query and another render...
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    Re: mirrors and wrong projection (or something)

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    Re: mirrors and wrong projection (or something)

    I've had an idea that at the begining is totally weird but ... well i don't have any other that explains this behaviour so perhaps someone that knows more than me can enlighten me :)

    I have...
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    Re: mirrors and wrong projection (or something)

    Well, as i stated above, i pass to the vertex program de ModelView*Projection of the mirror camera, so multiplying it by the IN.Position i get the vertex (that is in world space) in post projective...
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