Thanks. I'v solved this problem :)
http://p214.ezboard.com/fmrgamemakerfrm0.showMessage?topicID=3969.topic
gaoyakun.
Type: Posts; User: gaoyakun
Thanks. I'v solved this problem :)
http://p214.ezboard.com/fmrgamemakerfrm0.showMessage?topicID=3969.topic
gaoyakun.
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
...
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...
Thank'u, i have send an email to ATI. Hope it will be helpful.
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...
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,...
It works now! Thank'u and I'll never cross post anymore!
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...
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:
...