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  1. Re: No way to apply shadow-mapping for point lights?

    I should point out here that I have an example on my site of using cubemaps to do shadowmapping of point lights using radial distance instead of depth.
    ...
  2. Re: We are looking for Ed Benson from Hong Kong

    Just curious...did the email happen to come from his "old" email address? http://www.opengl.org/discussion_boards/ubb/smile.gif
  3. Re: Using Z-Buffer or W-Buffer ? not sure, what do you use ?

    That only applies if you access your vertex buffers linearly. Most cases benefit from random access using indicies.

    In the case of random access, if you have a 24 byte vertex and you have a 64...
  4. Re: Using Z-Buffer or W-Buffer ? not sure, what do you use ?

    change your vertex color to use bytes instead of floats for each component. RGBA, 1 byte each = 4 bytes total. Even if you aren't using the alpha, it would probably be helpful to throw it in (to pad...
  5. Re: Using Z-Buffer or W-Buffer ? not sure, what do you use ?

    When I said "2 ST tex coords" I meant 2 SETS of coords (ST for tex0, ST for tex1). That makes it 16 bytes, not 8. 12 + 16 = 28.
  6. Re: Using Z-Buffer or W-Buffer ? not sure, what do you use ?

    Well, I don't think any of the cards support w-buffers under OpenGL (only under Direct3D). Unless you plan on also supporting Direct3D, I guess that probably makes your decision pretty easy.
    ...
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    Re: Possible to nest OpenGL inside OpenGL

    I just tried it on my GeForce and it worked fine, but I am pretty sure there are some cards or drivers that don't respect the child clipping area, though they might just be old cards, not sure. I...
  8. Re: GL_LIGHT_MODEL_TWO_SIDE error with wireframe drawing

    In Delphi, I think the function is Set8087CW. In C++ the function call is _control87(MCW_EM,MCW_EM);
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    Re: Possible to nest OpenGL inside OpenGL

    You mean have a parent window with a child window inside of it, each with their own rendering context? I've never tried it, and I suppose it is theoreticlly possible, but I don't think you will find...
  10. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    Sorry Optimizer. If anyone else has any comments or questions for me, please email me directly.
  11. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    V-man:
    I had a more detailed response, but I forgot to enter my username, and the browser erased my whole response when I went back http://www.opengl.org/discussion_boards/ubb/frown.gif so here is...
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    Re: pointlight shadowmaps

    ToolTech: Is it just me, or in that first picture, are the shadows of the 2 evergreen tree/bushes (the ones in front of the white car on the road) at a different angle from all the other trees? Nice...
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    Re: pointlight shadowmaps

    Check out my tutorial here: http://www.ronfrazier.net/apparition/research/advanced_per_pixel_lighting.html

    One of the limitations of the method discussed in my tutorial is that you are limited...
  14. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    Far from it. There is quite a misconception about this, but the fact is that there is a lot of money available in puzzle games, its a pretty big market for shareware developers. The problem is that...
  15. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    Well, I guess that's debatable. Some people think of it that way, others consider it something that was not asked for. In the case of newsgroups/forum, I think a common meaning of "spam" is a thread...
  16. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    Sarcasm? Perhaps you read the meaning of my post wrong. I wanted to let some people here know about the game for a while, but in the spirit of not starting an "off-topic" thread and getting pounced...
  17. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    First, I'm not going to try and debate with you about the nag screens. Its a marketing issue, and my research has indicated that it actually helps.


    There is a difference between criticizing and...
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    Re: Hardware Accelaration

    *Sigh* http://www.opengl.org/discussion_boards/ubb/frown.gif
    Just do a search of the forums for it. You will see what V-Man is talking about. To summarize, you only care if something is fast or...
  19. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    Yes it does, and I used it as a fallback option in Miko & Molly, so I know it works quite well. Take a look into these functions:

    joyGetNumDevs
    joyGetDevCaps
    joyGetPos
    joyGetPosEx
  20. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    PH. Read the tone or *Aaron*'s message again, then read the tone of your message. His (sarcastic) message sounds like whining and complaining to me. Your message (to me) sounds more like a...
  21. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    Nice use of sarcasm. Luckily people like you are not my target market. My target market consists of people who would actually like to buy the game, rather than just complain "I like the game enough...
  22. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    Not yet. I just released it 2 weeks ago, but I haven't been publicizing it much yet (hardly at all). I'm entering the game in the IGF for GDC 2003, so mostly I've just been getting feedback from a...
  23. Re: Iíve just released my OpenGL game. Everybody invited to play and test.

    Well, hey. If we're gonna spam the boards, I guess I might as well mention I released my cool new openGL logic/puzzle game Miko & Molly a few weeks ago.

    http://www.kronos-software.com


    ...
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    Re: GF2 MX 400 / XP = No acceleration.

    Like I said, from what I have read, the wrapper is only invoked for certain known games. It was definitely not being invoked for my app. I was getting the "GDI Generic" driver.
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    Re: GF2 MX 400 / XP = No acceleration.

    Sure enough, it was the default XP drivers. That really surprised me, because I would have thought they would be installed automatically. I guess they really only wanted Direct3D to work right out of...
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