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  1. Thread: C versus C++

    by Pauly
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    24,859

    Re: C versus C++

    If a GUI heavy RAD project that wasn't too speed critical is required why not use Borland C++ Builder? Its far 'quicker' to get working code out and much more logical than MFC...

    Why more people...
  2. Thread: C versus C++

    by Pauly
    Replies
    56
    Views
    24,859

    Re: C versus C++

    Yeah it depends what you do with them doesn't it? The compiler does static type checking to determine what kind of types the function will be parameterised by and does its stuff.

    If it can't make...
  3. Thread: C versus C++

    by Pauly
    Replies
    56
    Views
    24,859

    Re: C versus C++

    C and C++ should be pretty similar for speed UNLESS you start using templates and other polymorphic type stuff - still being able to write 'generic' functions is much more elegant is it not?

    Why...
  4. Re: How can I apply a texture to a glutSolidSphere?

    You could either stick with your current method and call glRotate to rotate the texture matrix OR do as suggested here and use glu Quadrics instead ...
  5. Thread: newbie to openGL

    by Pauly
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    312

    Re: newbie to openGL

    Yeah, the former is the html online version of the manual pages (is that the red book?) - the latter the postscript version for you to download page by page :p
    ...
  6. Thread: Multitexturing.

    by Pauly
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    369

    Re: Multitexturing.

    Take a look at:
    http://home.clara.net/paulyg/prog7.htm
    http://home.clara.net/paulyg/prog10.htm

    paul
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    Re: Need Someone Else

    Whoa, whoa, whoa... Back up there a little Cass. Matt's a FULL time MIT student, FULL time nvidia driver developer - How can Matt be in two places at once? ...
  8. Thread: Hairy balls

    by Pauly
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    370

    Re: Hairy balls

    I was a bit peeved that the DX8 dev. kit didn't ship with the much "Ooo-ahhh"ed at fuzzy bunny demo http://www.opengl.org/discussion_boards/ubb/frown.gif
  9. Thread: world culling

    by Pauly
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    420

    Re: world culling

    Yeah, I remembered it a little 'more complete' than it actually was. Still, like you say pretty good starting point. http://www.opengl.org/discussion_boards/ubb/smile.gif
  10. Thread: world culling

    by Pauly
    Replies
    6
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    420

    Re: world culling

    That method of culling was also fully described in Paul Martz' OpenGL FAQ a few years ago (!). The code sample provided does that same thing but with glut.

    Paul.
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    Re: Mapping Large Textures

    Take a look at www.vterrain.org It have links to lots of stuff like this. Most are academic technology demos - not finished products and the source is GPLed. It'd give you a good starting point...
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    Re: Picking 'volume' intersections.

    Thinking about this, I use an algorithm to clip AABBs against the viewfrustum. Can I not use this by passing the 'selection' planes to it and seeing what happens.

    I'm gonna try it and see. Just...
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    Re: Text-ure mapped quads

    Usually you would create your bitmap font texture 256x256 with all the characters you need. One character goes on one quad http://www.opengl.org/discussion_boards/ubb/smile.gif
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    Picking 'volume' intersections.

    Somewhat offtopic I know....

    I've got picking nailed down now using my own unprojection functions - I can cast rays willynilly and test for them for intersecting triangles in my low LOD models...
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    Re: Acronym city: H/W T&L vs. S/W transforms

    Something for Matt and his work buddies to think about http://www.opengl.org/discussion_boards/ubb/smile.gif
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    Re: Acronym city: H/W T&L vs. S/W transforms

    Okidokie Matt, as always - thankyou very much http://www.opengl.org/discussion_boards/ubb/smile.gif

    [This message has been edited by Pauly (edited 11-28-2000).]
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    Acronym city: H/W T&L vs. S/W transforms

    Okay, I really need to bounce some ideas around and nobody in the room here has the slightest idea of what I'm talking about - so I'm hoping you guys might know ...
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    Re: that awesome chrome look

    I think he/she means environment mapping? Can't post more now, I'm off to the pub http://www.opengl.org/discussion_boards/ubb/smile.gif
  19. Thread: Stars

    by Pauly
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    21,867

    Re: Stars

    The best way to do it is use some trig. to randomly generate your stars (or read them from a file if you're feeling fancy and want real star data) in big sphere. Compile this into a display list.
    ...
  20. Thread: Stars

    by Pauly
    Replies
    53
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    21,867

    Re: Stars

    What 3d card are you using?

    Remember to make sure to call glPointSize ( 1.0 ); and have point smoothing off for optimal performance.

    Try 1000 stars and see if it slows down anymore...
  21. Thread: Stars

    by Pauly
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    21,867

    Re: Stars

    Umm, now that really wasn't supposed to happen http://www.opengl.org/discussion_boards/ubb/rolleyes.gif
  22. Thread: Stars

    by Pauly
    Replies
    53
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    21,867

    Re: Stars

  23. Thread: Stars

    by Pauly
    Replies
    53
    Views
    21,867

    Re: Stars

    Simple as that! You can draw and lots of points very quickly as long as texturing and lighting is turned off. Mix a few random GL_QUADs with nice star textures (don't make them huge, small ones...
  24. Thread: Stars

    by Pauly
    Replies
    53
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    21,867

    Re: Stars

    I'd say they use GL_POINTS in a star sphere for 'normal' stars, then use quads for bigger stars.
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    Re: How to handle large textures on old cards?

    It's a little hastily put together but: http://home.clara.net/paulyg/download/planetpauly.zip is a link to the source, a big picture (1024x512) and an .exe - let me know if thats what you were...
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