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Type: Posts; User: Eric

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  1. Replies
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    Re: Display lists in 3.1

    Someone sent an alert to the moderating team about Mark's post, on the assumption that the poster wasn't really Mark Kilgard. Just to make things clear: as Alfonse Reinheart pointed out earlier in...
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    Re: GL_SMOOTH_SHADING and normal vectors

    Well, I meant to mention this in my original post but I forgot about it by the time I reached the end!

    So what I usually do in such case is to sort my vertex list on X, then Y, then Z.

    So if I...
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    Re: GL_SMOOTH_SHADING and normal vectors

    In order to calculate normals properly at each vertex, you'll first need to know the connectivity between your triangles which cannot be done directly with STL files.

    In my STL parser, I maintain...
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    Re: boolean operation, quads and circle.

    As a side note, I'll add that if you're only interested in such boolean operations (i.e. making holes) with "flat surfaces", you may want to have a look at the Tesselator object available in the GLU...
  5. Thread: half sphere

    by Eric
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    Re: half sphere

    This is more of a Maths-related question. Simply look at how a sphere is drawn and restrict one of the two parameters so that you only get half a sphere. I'll move your topic in the correct section.
  6. Thread: half sphere

    by Eric
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    Re: half sphere

    This is more of a Maths-related question. Simply look at how a sphere is drawn and restrict one of the two parameters so that you only get half a sphere. I'll move your topic in the correct section.
  7. Thread: gluSphere

    by Eric
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    Re: gluSphere

    It would be more appropriate to post this question in the Beginners section.

    Regarding your problem, have you checked the orientation of the generated triangles in GLU_FILL mode...
  8. Thread: gluSphere

    by Eric
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    Re: gluSphere

    It would be more appropriate to post this question in the Beginners section.

    Regarding your problem, have you checked the orientation of the generated triangles in GLU_FILL mode...
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    Re: How Starting OpenGl

    Actually, there is a page on this web site that gives you some directions to start using OpenGL:
    http://www.opengl.org/resources/faq/getting_started.html
  10. Thread: Why openGl

    by Eric
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    Re: Why openGl

    At least now we can avoid getting a new D3D/OpenGL debate once a week! http://www.opengl.org/discussion_boards/ubb/wink.gif
  11. Thread: H/W Acceleration

    by Eric
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    Re: H/W Acceleration

    I suppose the 2D acceleration mentioned here refers to accelerating GDI calls only. Even if you are using OpenGL only for 2D, you need 3D acceleration to get hardware acceleration with OpenGL.
    ...
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    Re: Sorting primitives - according to which value???

    Nakoruru,

    Thanks a lot for this detailed explanation. I suppose then that all software (games or professional applications) use some kind of BSP in order to render transparent objects properly.
    ...
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    Re: Sorting primitives - according to which value???

    Tom,

    That may be a really good idea indeed. I'll try to implement it as soon as I understand the paper.

    While I am doing that, I am still interested in knowing how other people actually do that...
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    Re: Sorting primitives - according to which value???

    Last time I had a look at it, Depth Peeling was interesting but much too slow even for my GF4. I doubt it will be of more use to my clients.

    As far as BSPs are concerned it is true that I could...
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    Re: Sorting primitives - according to which value???

    Well, I have read many things and here is what I found:

    1) Sort according to the distance between the closest vertex and the viewing plane.
    2) Sort according to the distance between the farthest...
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    Sorting primitives - according to which value???

    Hi there!

    I have been away from these forums for quite a while but I have a new problem with one of my 3D engines and need some help from experienced users.

    My problem is a "classic": I have...
  17. Thread: MFC and opengl

    by Eric
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    Re: MFC and opengl

    You'll find an example of this in MSDN:
    http://support.microsoft.com/default.aspx?scid=kb;en-us;127071

    Most of my applications use both MFC and OpenGL and are loosely based on information...
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    Re: Now it's moderated!

    V-Man,

    I was also contacted by the webmaster a while ago (May 29th!) to see if I would be interested in moderating the forums (I sent numerous e-mails regarding this problem in the past!).

    As I...
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    Re: (shamelessly off topic) Call for moderators

    Just had a quick look through the archives and found some interesting topics about behaving correctly (shame on me!) and moderators:
    ...
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    Re: (shamelessly off topic) Call for moderators

    knackered,

    I think you are probably right: beginner questions started the thing but then I realised people posting them had some good arguments (mainly that their questions were not answered when...
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    Re: (shamelessly off topic) Call for moderators

    I volunteer as well, although I am not on these forums as often as I used to. But the reason is precisely that I got fed up with trolls posting anything and everything. Having to read 10 useless...
  22. Thread: NV35 extensions

    by Eric
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    Re: NV35 extensions

    Hi Nutty! Long time no see...

    I am just being curious here: do you realize your question sounds strange??? I mean, almost any new card brings new extensions...

    What do you have in mind asking...
  23. Thread: announcement

    by Eric
    Replies
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    Re: announcement

    As the others did, I'd just like to thank you for all the help you provided, both here and through e-mails.

    Hope you'll find what you're looking for in your new position at NV!

    Regards,

    Eric
  24. Re: !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--

    I should come here more often...



    C++, are you sure you know C++?
  25. Thread: Box visibility

    by Eric
    Replies
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    Re: Box visibility

    You can have a look here:
    http://www.markmorley.com/opengl/frustumculling.html

    There's a topic that says "Is the box in the frustum?" which gives a way of solving your problem.

    Regards,
    ...
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