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Type: Posts; User: mpan3

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    Re: Glut code too CPU intensive, help me optmize!

    yes i am already using glut which saves me from a lot of trouble. but that's not where the bottlenecks are.
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    Re: Glut code too CPU intensive, help me optmize!

    Is there anyway to precompute a list of vertices and store is in a buffer of somesort?

    ...so that no matter how many push/pop matrix I use, it is only run once during the application "initial"
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    Re: 0.0f vs 0f, what's the difference?

    sorry, made a mistake in the subject line, it's suppose to say 0, not 0f. Anyways, thanks for the answer. So 0.0f is float while 0.0 is double.
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    (Lots of) Lighting problems

    I've been using OGL for less than a week and is just starting to get the basics of it. However, I have several questions regarding lights.
    GLUT Code Here (5kb)

    1) I can't see any specular...
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    Re: Glut code too CPU intensive, help me optmize!

    You could also get a speedup by putting your
    loop inside the glBegin/glEnd block, so
    that all the quads are sent in one big block,
    rather than in per-cube bundles.

    ? Please elaborate on that...
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    Re: Glut code too CPU intensive, help me optmize!

    With a display list, does that mean the cubes are only generated/transformed once and then store in a buffer?

    Updated Code here!
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    Re: Glut code too CPU intensive, help me optmize!

    I might try to do the translations myself tomorrow... I need sleep.

    Also, DL didn't help much at high resolution, but at 320x240, my fps doubled, yay!
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    Re: Glut code too CPU intensive, help me optmize!

    K, thanks. Your "glutcube" gave me a 30% speed gain, I'll try other things, too.
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    Re: Glut code too CPU intensive, help me optmize!

    You mean replace the GlutSolidCube routine with this? Ok, I'll try that.
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    Re: Glut code too CPU intensive, help me optmize!

    What do you mean by "Write your own cube routine"? OGL is new to me so it would be nice if you could provide a detailed explaination/code sample. Thanks in advance!

    ALso, the pop/push matrix...
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    Glut code too CPU intensive, help me optmize!

    It's a simple program using Glut that draws a 100x100 cube field, an 8x accum. is also used...(i just thought it looked "cool"). THe problem is it's running really slow (40fps without glaccum), 5fps...
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    Re: 0.0f vs 0f, what's the difference?

    Anyone?
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    0.0f vs 0f, what's the difference?

    most code i downloaded always put a .0 to a floating point number even when it's not needed. However getting rid of that .0 doesn't seems to cause any compilation/runtime error, either. So why do...
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    Re: Download openGL2.0

    Well, if really depend on your budget. If you are a developer and is more concerned about feature over performance, I'd got with one of the following:

    Radeon 9600
    Radeon 9500/9700
    Radeon 9800
    ...
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    Re: Download openGL2.0

    Nice, it just makes me more want a 6800...
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    Re: BCB5+OGL=success compile!

    I just got MS Visual C++, GLUT and everything works perfectly so far. So I am switching over to VC++...
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    Re: How to render a earth or teapot with texture?

    Holy Cow! Texture map? What's that?

    ...Must be some uber advanced technique to make "stuffs" look more real.
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    Re: The Speed of Texture Mapping

    I think he meant a single texture should be smaller than 4k x 4k. It really doesn't matter how big the total dimension is, just keep the total video memory usuage below 256mb or the performance will...
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    Re: BCB5+OGL=success compile!

    Ok, thanx. Is there any other more "general" errors in regards to the architecture of the program?

    I did a few minor tweaks and will upload the new codes as soon as I get home...
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    Re: Download openGL2.0

    From Nvidia
    Full OpenGL support, including OpenGL 1.5

    To be honest, I don't really know if the 6800 has FULL support for all GL2 features. Since 6800's spec didn't mention 2.0, I natually...
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    Re: BCB5+OGL=success compile!

    No no no, you misunderstood me, the code works, I just want to share them so everyone can see it. ALso, sorry about the link, it should work now.

    Also, is there ANY Borland C++ Builder5 user here...
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    Re: Shading... Resolution...???

    1) is smoothshading turned on?
    2) Try per-pixel light as oppose to vertex light
    3) Increase the poly-count further!
  23. Thread: atioglxx

    by mpan3
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    Re: atioglxx

    I never had any problem with my ATI with 4.10 at all. THe only instance where running 3d apps cause atioglxx.dll to crash is when I overclocked the card too far... I am using WinXP SP1, cat 4.10...
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    Re: Glfloat using problem

    So there is NO difference between GLFloat and float?
  25. Re: How on earth do you go about clamping the frame rate??

    What I did to solve the fps+time issue is as follows:

    calculate the fps based on the number of frame rendered per 0.1 sec. (this way, I get a new fps per 1/10 sec)

    all movements are numtiplied...
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