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Type: Posts; User: gaoyakun

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    Re: terrain splatting texture problem

    Thanks. I'v solved this problem :)
    http://p214.ezboard.com/fmrgamemakerfrm0.showMessage?topicID=3969.topic

    gaoyakun.
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    Re: terrain splatting texture problem

    Thank you for your reply. My algorithm is similar to you. Here is my algorithm:

    for every splatting pass i {
    Stage0.TEXTURE = alpha;
    Stage0.ALPHA = REPLACE(texture)
    Stage1.TEXTURE = splat
    ...
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    terrain splatting texture problem

    My geomipmap terrain is rendered using multi-pass splatting texture if the patch is close enough or single base texture which has only one pass and one texture stage if the patch is far enough. This...
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    Re: VBO problems on ATI card

    Thank'u, i have send an email to ATI. Hope it will be helpful.
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    Re: VBO problems on ATI card

    I'v solved the second question. It is because i created several big vertex buffers at startup and each time the user query for a vertex array i allocate a chunk from the big buffers. But it is too...
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    VBO problems on ATI card

    I'm using ATI radeon 9200 SE.

    When drawing primitives using GL_LINE(wireframe mode),glDrawElement call will crash. I runs fine when I simply comment out the glPolygonMode(GL_FRONT_AND_BACK,...
  7. Thread: VBO question

    by gaoyakun
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    178

    Re: VBO question

    It works now! Thank'u and I'll never cross post anymore!
  8. Thread: VBO problem

    by gaoyakun
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    128

    VBO problem

    Hi all.

    VBO extension spec says it is possible to use separated bindings for individual vertex attribute, right? I'v tried this in my project but it didn't work.
    I do it like this:
    Bind buffer...
  9. Thread: VBO question

    by gaoyakun
    Replies
    5
    Views
    178

    VBO question

    Hi all.

    VBO extension spec says it is possible to use separated bindings for individual vertex attribute, right? I'v tried this in my project but it didn't work.
    I do it like this:

    ...
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