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Type: Posts; User: grady

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    Re: fast approximation to acos?

    Another option would be to store the coeffecients of 4 cubics in a 4x4 matrix. The cubics could be fit to acos on intervals spanning [0,1], and you could use acos(-x) = -acos(x)+pi for [-1,0]. You...
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    Re: fast approximation to acos?

    Several Pade approximations are given to arcsin if you follow the link below. You could use one of those with arccos = pi/2 - arcsin.
    ...
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    Re: Microsoft IP claim

    I doubt MS has any spectacular IP claim on anything. It doesn't seem like they even knew what their IP claim was, and why does this IP claim on VP and FP suddenly come out when ARB is trying to...
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    Re: wglcreatecontext failed

    It seems like often times, if I'm running and rerunning one of my programs that is leaking device contexts or something the icons on the desktop will start to all be assigned one incorrect icon and...
  5. Re: Is this possible with vertex programs and/or texture shaders?

    Joy. I did some experiements and that looks like it will work well. http://www.opengl.org/discussion_boards/ubb/smile.gif I didn't know how the 1D texture would act on the poly it was applied to,...
  6. Is this possible with vertex programs and/or texture shaders?

    I figure those two things are the only way to do this. I'm no egg spert on how/when things happen in the OpenGL pipeline though and I'm kind of suspicious that this isn't possible at all ( in...
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    Re: DirectX equivilent to this site

    http://www.msdn.microsoft.com/directx
    http://www.gamedev.net
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    Re: how to calculate the way between 2 Points?

    The line from P1 to P2 is (x,y) = (1-t)P1 + t*P2 where t:[0,1]

    [This message has been edited by grady (edited 11-29-2001).]
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    Re: Lighting problem, jaggy looking edges

    Ok http://members.home.net/gradyfield/jaggys2.gif
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    Lighting problem, jaggy looking edges

    http://members.home.net/gradyfield/jaggys.gif

    When I look at the sphere from certain angles I see the edges of the polygons showing like in the first panel. But other view points aren't so ugly,...
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    Re: Is Glut no good for games?

    I think SDL is easier to use than glut. And you don't have to use the stupid "glutMainLoop". www.libsdl.org
  12. Thread: Physics question

    by grady
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    Re: Physics question

    Do you know any linear algebra? You ought to be able to use a forward vector, an up vector, velocities for each, and a rotation matrix for all of this. if you use the rotation matrix and you only...
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    Check the fan on your geForce !!!!!!

    My fan got all dusty on my geforce 256 and something went very wrong. It quit turning and i could pretty much fry an egg on the GPU it was so hot. Anyway in both windows and Linux the desktop was...
  14. Thread: linear algebra

    by grady
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    Re: linear algebra

    How good do you want the game engine to be? http://www.opengl.org/discussion_boards/ubb/smile.gif
  15. Re: is there a way to revolve an object around something in an elliptical pattern

    you could rotate it 't' radians and then translate it out 'r' units of length according to . Where 'a' is the x-axis axis and 'b' is the y-axis axis of the ellipse.

    This is the polar...
  16. Thread: Sprites

    by grady
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    Re: Sprites

    what is a sprite?
  17. Thread: COMPILERS

    by grady
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    Re: COMPILERS

    I looked, and VC++ standard is $110, however if you have a student ID and you can find a store that carries the "academic price" version, then you can get it for $45. I got my VC++ for the "academic...
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    Re: 2 multitexture questions

    Only 2? ugh http://www.opengl.org/discussion_boards/ubb/frown.gif that must have been why my program kept freezing today when i was trying to get 3 and 4 texture units to work. I saw up to...
  19. Re: VC++ won't compile project if multiple .cpp files have #include"gl/gl.h"

    Yes i know what you met LOL. I was talking to Dfrey http://www.opengl.org/discussion_boards/ubb/smile.gif

    [This message has been edited by grady (edited 07-02-2001).]
  20. Re: VC++ won't compile project if multiple .cpp files have #include"gl/gl.h"

    Thanks alot. I'm not crazy after all.
  21. VC++ won't compile project if multiple .cpp files have #include"gl/gl.h"

    does anyone know what i'm doing wrong?







    3 errors:
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    Re: How about some constants for GLboolean

    Well, thats that. http://www.opengl.org/discussion_boards/ubb/redface.gif
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    Re: How about some constants for GLboolean

    I thought it would be nice to have for compiling the same program on different compilers.
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    How about some constants for GLboolean

    GL_TRUE and GL_FALSE. what do you say?

    [This message has been edited by grady (edited 06-29-2001).]
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    Re: The calculation of a tangent from a normal

    Ok, i'm stupid, the equation for the plane reduces to the dot product equals zero for normals because you can always choose r s and t to be zero (ax + by + cz = 0)so you can simply do

    z =...
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