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  1. Re: Early Z-buffer test with fragment programs/shaders

    Wouldn't updating the Z buffer at the end lock you out of early Z testing entirely?

    If you did the Z test at the beginning for fragment A, then started running some heavy processing on it then...
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    Re: GL_MAX_TEXTURE_UNITS_ARB = 4 ?

    I still don't quite understand the difference between a texture unit and a texture image unit.
    How do I bind textures to the other image units?

    -Mezz
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    Re: Optimizing particles rendering

    What are the CArray::get() and CArray::getByAdr() up to?
    If they are doing something non-trivial it might hit because you do it for every particle...

    -Mezz

    [This message has been edited by...
  4. Thread: ARB June Meeting

    by Mezz
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    Re: ARB June Meeting

    dorbie, whatever the answer actually is, why would you be concerned?

    -Mezz

    PS: If you don't want to say then I apologise for asking.
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    Re: how to realize smoke effects with Opengl

    Make the particles big to start with, and smaller as they rise?

    -Mezz
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    Re: OT: 64 MB or 128MB card? (3D textures)

    Yeah the Radeons report 2048x2048x2048. Thats like 8 gigabytes with just 1 byte/pixel. I don't know what you'd fill a 2048^3 texture with though.

    However, I perhaps there are uses for having the...
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    Re: ARB unit 2 realtime updating

    Without any more information, no, I don't really know what the problem is.

    Are you sure you're calling glActiveTextureARB(GL_TEXTURE1_ARB) before the bind texture?

    -Mezz
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    Re: Filter channel planes!

    I don't know about only showing a single channel, but you can write to just a single channel and then displaying this normally will in essence give you that effect.
    glColorMask() is the function...
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    Re: Fullscreen GL on 6 screens?

    I don't know about full screen, but is it possible to get acceleration in a window on the non-primary monitors?

    -Mezz
  10. Thread: graphics

    by Mezz
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    Re: graphics

    C++.

    You can set up a blending function to do it based on colours (alhtough it might not work too robustly) or you can put an alpha channel in your texture and do it that way.
    It doesn't require...
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    Re: Particle blending mess

    Hmm...
    what JustHanging said seems like it might be a sound plan, but it does mean rendering your particles twice (although arguably the second pass could be done without depth writing/testing).
    ...
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    Re: Particle blending mess

    OK.

    Well, I think the "inherent contradiction" is is that you want them to blend with other particles, but not with the background - you can't separate the two since they're already in the colour...
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    Re: Particle blending mess

    Hmm... are you using a glBlendFunc() with GL_ONE and GL_SRC_COLOR in it somewhere?
    Generally, to maintain the colour of the particles while ensuring you don't get the black around the texture edges,...
  14. Re: Rendering md2 mesh via vertex array, texturing problem

    Hi again.

    Since you said it works OK when using immediate mode, I'm fairly confident the one-one mapping of texture/geometric coordinates is your problem. As I said, duplication of vertices is a...
  15. Re: Rendering md2 mesh via vertex array, texturing problem

    OK, the problem I think is that the geomtric vertices and the number of texture coordinates don't match one for one in MD2 files. Also, their indices don't either. Vertex arrays require a one to one...
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    Re: Textures: To the Power of 2 or Not to the ...

    I'd guess gluBuild2DMimaps() probably doesn't. However, looking at the spec, SGIS_generate_mipmaps doesn't actually say what algorithm is used to do the mipmapping (although it suggests a basic 2x2...
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    Re: OT (ish): Quake2 Source Code

    id's FTP server is ftp.idsoftware.com

    Remember that Quake2 was written a long time ago (in the scheme of accelerated graphics), and it's data set also had to cater for a software renderer too....
  18. Re: !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--

    It was my pleasure.
  19. Re: !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--

    I read this thread right back at the beginning and then forgot about it, when I saw it was up to three pages I thought I'd take a look at it because perhaps there was some interesting ray tracing...
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    Re: ARB_fragment_program not supported

    It is true that ARB_fragment_program is not supported in hardware on the GF4. You might be able to use NV30 emulation I think to get it running in software, but it will be very slow. However, the...
  21. Thread: write a book

    by Mezz
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    Re: write a book

    Yeah, a nicely written set of info/tutorials on extensions would be fantastic. I took a quick look at Eric Lengyal's book and it looks OK, but many contributors putting everything in an online format...
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    Re: Soft Shadows - The Return

    Is there a description of the algorithm anywhere, or are you unable to say because it's going in a book?

    Looks great, btw.

    -Mezz
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    Re: Texture projection with stenciling

    I don't know where you get the idea that stencil isn't available under Windows...
    It does depend on you requesting an appropriate pixel format though.

    -Mezz
  24. Re: Ok, now we know how long we have been coders, but how about what we do for a living?

    Occupation: bum.

    (University student).

    -Mezz

    [This message has been edited by Mezz (edited 01-06-2003).]
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    Re: arb multitexturing

    I don't have any links about multitexturing, but there are plenty of demos that use it from guys like Humus & Nutty, as well as IHV pages (nVidia / ATi).

    Combining the results is generally done...
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