Dark Photon, thank you! :)
Type: Posts; User: lodder
Dark Photon, thank you! :)
No, it is not for video display.
Has nobody an idea or explanation? :(
Hi,
I am using a PBO to update a texture. Each frame one line is updated. The documentation for glBufferSubData says:
I am always setting the offset to 0:
size_t offset = 0;...
Just read the complete file into a memory buffer (or memory map it directly. Then take a simple tokenizer and rush through the data.
If you dont want to write this yourself, grab the Quake 3...
It sounds like you are using Vertical Synchronisation.
So how would you create mipmaps then?
PRT is "Precomputed Radiance Transfer". It uses Spherical Harmonic Lighting. Do you know the paper from Robin Green?
You treat each pixel in the skybox as a single directional light. For a HDR-cubemap you need an additional scale value.
/// Calculate the sh coefficients for the given HDR image
CoefficientType...
I talked to the author with the GLIntercept log and he found an error in his code :-(
However, the AO code is working. Now I can add the environment map (hopefully this works better :rolleyes: )...
It works now when I put the values into color instead of texture coordinate.
Works:
varying float accessibility;
varying vec3 bentNormal;
void main()
{
gl_Position = ftransform();
This is not possible, I don't have access to the underlying renderer :(
I tried this but the problem stays the same.
Hi,
I have a application which calculates Ambient Occlusion and the bent normal. I set these values as a vec4 (bent normal x,y,z and w is accessibility) into texture coordinate set 0 with...
There is an article about tangent calcution in Vertex Programs in ShaderX5 (or 4?). Maybe you want to try this instead. But it seems it is the same method in a vertex program (haven't read the...
We are using GtkRadiant (OSS) with the great q3map2 or some custom editors. You can find tutorials about loading Quake3 maps/files at http://www.vicampus.com
Yeah, put the OpenGL Extension string online =)
That is a good sign, that you haven't installed any graphics card drivers and the application is using software rendering...
Try this on a console window from inside your XServer and post the...
Maybe Doom3? :D
And the latest Quake4 (and Doom3) take advantage of MultiCore CPUs, too!
I can't believe that :-/
Is the speed of ATI's Mac OS (X?) drivers the same as with windows? Maybe you could compare with the Quake4 Demo. If you don't have Windows, try to make some runs with the...
For me they are very stable since years and different graphics cards! But I can't compare to recent NVidia drivers/cards, as the last one I had was a Gf2 MX ;)
I can't understand why they produce...
Hi,
do yourself a favour and get an Nvidia card for Linux. The only exception is when you have a very old card, like 8500/9100/9200. These are well supported by OSS-drivers. For newer cards...
http://nehe.gamedev.net
This site has tutorials about loading models, materials and everything else :)
There was a thread about this recently at gamedev: http://www.gamedev.net/community/forums/topic.asp?topic_id=390751
Nehe has several documents:
Camera class and tutorial
Loading and moving through a 3D world
Ok, thanks :)
And what about the multisampling-for-FBO extension?
Are there any plans to support this feature with an extra extension?
Hi,
I have seen Humus' new "Infinite Terrain" Demo, which utilises Render2VertexBuffer. A moment ago I saw the new ATI SDK, which has a lot of new samples with R2VB. I have searched the extension...
This is from the EXT_fbo spec, you might want to read it:
Again, from the EXT_fbo spec: