ok, thanks alot guys
Type: Posts; User: nbasili
ok, thanks alot guys
Hi,
Does anybody know if I can create a shader program that links only to a vertex shader, without having to specify a fragment program? I know that this can be done with a vertex program (assembly)...
Thanks alot, that fixed it!!!
Hi everyone,
When draw an object using two passes I have the following problem:
The first pass is a color pass (simple texturing or an opengl shader).
The second pass is a environment-map pass...
The configure script is probably too old to be looking for Mesa.
It should be looking for GL.
Since it is difficult to change the configure script I would recommend trying to create symbolic...
Easy, load the frames of your video as a different texture and each frame bind a different texture and draw your object.
Each frame the object will appear with a different texture giving the...
What do you mean by recursive tree?
Do you mean an octree for partitioning your scene objects?
Do you mean a scene graph?
Maybe you should look for octrees on the web there are plenty of...
Mandrake 8.0 will probably have nvidia drivers included in the distribution. Geforce plays great under linux so go ahead and buy it.
You can also download and install very easily the leatest...
can you tell me which graphics card you use and what opengl drivers do you have?
If you have a GeForce card with mesa drivers it is quite possible that you did not correctly installed nvidia...
I would recommend a Geforce card (GF3 for example if money is not the issue).
Their drivers are damn fast but unfortunately they are not very stable. A buggy opengl program could crash x-windows.
I...
I sent you a mail about that question Cass, but you did not reply to me
so I asked it on the list.
Anyway, I develop under nvidia/linux and I cannot getProcAddress to any
functions of the...
I've been playing with linux drivers alot, but although the NV_FENCE extension appears to exist I cannot SDL_GetProcAddress the
glSetFenceNV... and the rest of the functions. All the other...
Hi, I was wondering if has anyone used the extention mentioned on the subject.
It is supposed to speed up things alot on Geforce cards.
I was having some difficulties setting the extension up....
Modern 3d hardware accelerate textured surfaces so texturing is FASTER than solid or wireframe drawing !!!!!
Check the nvidia demos that come with the card. If you switch to wireframe or solid...
It depends.
I would suggest letting OpenGL do your matrix calculations since you may get hardware matrix calculations acceleration if you use cards like GeForce which support T&L acceleration.
...
About your first question:
If you load the texture without binding it first to a variable using glBindTexture then when you call glEnable(GL_TEXTURE_2D) all your objects are assumed to have that...
I hope that you didnt link with libGLcode.so.
You just have to link with -lGL and in case you use glut with -lglut -lX11 -lXext....
You may get weird errors if you have not cleaned up correctly...
The GeForce series take advantage of AGP x4 protocol for fast texture tranfer.
The Hercules Prophet II card comes with GeForce2 GTS with 64Mb ram. You can also check the latest ATI Radeon chip,...
I understand what you mean Cass, but could you gimme some sample code? Should I use glBindTexture for the whole cube and if yes what parameters should I pass?
If you can post your email so that I...
I have tried both GL_TEXTURE_2D and the appropriate Nvidia extension but I get nothing. The only solution is to directly load the texture to memory and this is what nvidia does in the examples.
Hi, I am using cube environment mapping using openGL extensions on my Geforce card according to the Nvidia examples.
I noticed that I cannot preload the cube's textures and "bind" them to the cube...
Thanks it Worked.
I have another question now. What values should I put to the LIGHT ATTENUATION parameters to emulate an omni positional light of radius "X" ? (objects outside light sphere should...
HI,
When I draw an object with a texture attached to it (GL_RGB8) and I make it transparent by modulating the texture with an alpha color e.g. glColor4f(1,1,1,0.5);
the object gets transparent...
Ok, I will give it a try.
Thank you all for your support and the "free" code on quaternions.
Thanks for the info. I'll check it out.
I am developing a 3d engine and I want to make a generic camera for the engine. The HPR values are used to set the whole world transformation matrix so that...