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Type: Posts; User: Keermalec

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  1. Replies
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    Re: Incomplete transparency problem.

    Thanks people, I finally understand the importance of back to front sorting.

    Will do.

    Keer :)
  2. Replies
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    Re: Incomplete transparency problem.

    OK it works without blending but my edges are non-antialiased...

    http://www.christov.com/ogl/tree3.jpg

    Will back-to-front sorting allow me to use blending and have perfect anti-aliased...
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    Re: Incomplete transparency problem.

    Well I split my polygons. The tree looks something like this:

    http://www.christov.com/ogl/tree_wf.png

    But I still don't get how to do simple sorting. I thought opengl did back to front...
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    Re: Incomplete transparency problem.

    Thanks Relic, I added the following and the results are better but not perfect. there is still a sky-coloured border around one of my tree planes, but not the other...

    ...
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    Re: Incomplete transparency problem.

    Thank you for this. Dumb question: how do I sort my objects from back to front? Do I labourously measure each object's distance and re-arrange them or is there some nifty opengl function that does...
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    Re: Loading Textures

    And remember to use power-of-two sized textures. So your 300x300 texture should actually be 384x384 (=128x3):

    glPixelStorei(GL_UNPACK_ROW_LENGTH, 128);
    glTexImage2D(GL_TEXTURE_2D, 0,...
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    Incomplete transparency problem.

    Hi, I have a tree composed of two surfaces on each of which a 32-bit texture is mapped. The alpha channel is the transparent channel and works fine for one of the faces but not for the other, as you...
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    Re: Clipping/Test for quad visibility

    PixelPhile, there is actually a faster way than using spheres, and that is to use bounding boxes. The only thing is it is more complicated.

    You would first have to determine the corner nearest...
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    Re: Clipping/Test for quad visibility

    If I am not mistaken, the planes returned by glGetFloatv face the inside of the frustum. That means anything outside the frustum will be underneath the planes.

    Therefore the condition for a...
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    Re: Clipping/Test for quad visibility

    I would do it this way:

    1. First determine the geometric center of each polygon and its bounding sphere radius (better do this before runtime).

    Then at runtime, for each frame:

    2. Define the...
  11. Re: Does the graphics card store textures as floats or short ints?

    Thanks a lot for the quick answers, and thanks for the tip, D, there are other versions of glColor tht take GLbytes, GLubytes, GLushorts, or GLuints as arguments, as you pointed out: I think I'll...
  12. Does the graphics card store textures as floats or short ints?

    Hi, considering opengl needs colours to be fed in as floats (0.00 to 1.00), does that mean the graphics card stores these as floats (4 bytes per channel) or short ints (1 byte per channel)?

    If...
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    Re: Good Job Interview Questions

    Jambolo, if you didn't know what question to ask the interviewee, why were you surprised when he didn't know the answer to your question?

    Dorbie is right, not knowing a term does not mean not...
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    Re: How long have you been programming?

    C++ and OpenGL for just over 3 years.

    Initially did some Qbasic on a commodore 64 back in the 80's, then forgot about programming and did architecture studies.

    Only got back to programming when...
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    Re: My program is slow on some computers

    I wouldn't be surprised if the Nvidia TNT2 was the bottleneck. This card dates back to early 1999 and should give around 50 fps with Quake II:

    ...
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    Re: My program is slow on some computers

    Sektor,

    I think what jamesk means is you can't expect people to help you if you dont give details. You should have given:

    1. The type of graphics card
    2. The processor
    3. The OS

    and...
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    Re: Well Gurus, how is OpenGL 2.0 coming along?

    sqrt[-1], thank you for that list of technical reasons for sticking with OGL, it is rare to find sound knowledgeable advice of this sort. Robbo, I think the choice of DX vs OGL goes a little beyond...
  18. Re: question about using functions and structures...

    Would the following answer your query?

    struct cube
    {
    int x;
    int y;
    int z;
    };

    cube* MakeCube ( int X, int Y, int Z )
  19. Re: OT: fastest ray-triangle line -triangle intersection algo

    Puecker space seems great but way above my level in maths. Staying with 3d math I run 5% faster than with V-man's 3d to 2d conversion code. Any ideas to optimise this?





    [This message has...
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    Re: Look at that! (forum title)

    Congrats Marcus, you're now on par with Mark Kilgard and the others!

    Actually I looked at GLFW and it seems great. I particularly like the fact that glfw apps do not require a dll to run. You...
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    Whats CPW and GLOW?

    Hi, I realise this is a real newbe question but I've been using GLUT for some time now and have never heard of CPW and GLOW. What do they do?
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    Re: SGI patent scare

    http://www.theregister.co.uk/content/54/23708.html

    I think that about says it all. Nothing is confirmed as yet.
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    Re: Defining object structures

    So whats the problem?
  24. Replies
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    Re: gllookat() not working!

    here's my code:

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLightfv(GL_LIGHT0,GL_POSITION,lPosition);
    glPushMatrix();
    glLoadIdentity();
    gluLookAt(pt0.x, pt0.y, pt0.z, pt0.x + lx,...
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    Re: Number of polygons

    I think a Q3 level is about 40'000 triangles, but most are occluded at any one time and many are simplified with lod procedures.
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