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Type: Posts; User: SirKnight

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  1. Thread: OpenGL 3.1

    by SirKnight
    Replies
    95
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    153,514

    Re: OpenGL 3.1

    From GL_EXT_direct_state_access (not some pie in the sky GL proposal):
    "1 11/20/07 mjk Initial version"

    That's not a half of a decade ago when THIS extension started.

    Like I have...
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    Re: OpenGL 3 Updates

    Part of that is due to the time it takes from something to be implemented in the driver to the time it makes it into a release branch then out to the public. It usually takes months for something to...
  3. Thread: OpenGL 3.1

    by SirKnight
    Replies
    95
    Views
    153,514

    Re: OpenGL 3.1

    Did you miss the part of the "direct_state_access" that said, "This extension is written against the OpenGL 2.1 specification." Therefore, it does not provide entrypoints for VAO and other 3.0...
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    Re: OpenGL 3 Updates

    See that's the thing. The driver ALREADY did "direct state access" internally. So implementation was quite "simple" compared to other extensions. I would find it surprising that ATI's driver does not...
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    Re: OpenGL 3 Updates

    What he means is on the hardware that supports the extension.

    Actually the main purpose of this extension (I know this first hand since I work with Mark Kilgard) is to eliminate the performance...
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    Re: DirectX 10 / 10.1 Hardware and OpenGL

    Don't be so sure of that. Don't you think it would be a little odd that both NVIDIA and ATI just happened to support the exact same features with the same specs if DX10 had nothing to do with it?
    ...
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    Re: Approximation to Global Illumination

    Golgoth, I see you have met knackered. :D

    Don't worry though, we've all had our own "conversations" with knackered at one point. :p

    This is an interesting topic, despite all the mud...
  8. Re: What's everyone take on Vista now its out and OpenGL

    For me OpenGL has been working quite well under Vista and a 8800 GTX. (Of course I've had Vista G80 drivers for quite some time ;) .

    I've ran Doom 3 and not only does it run well, everything...
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    Re: Cg glsl profile question.

    Are you having a particular problem with the glsl profiles?

    The only thing you should have to do is use glslv and glslf as the profiles after the compile part in the program state assignment.

    A...
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    Re: Huge Textures!

    You could use virtual texture mapping. Or if it's for terrain, clipmapping (MegaTexture! :) .

    The hardware's texture size limitation isn't stopping John Carmack so it shouldn't stop anyone else. ...
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    Re: My normal maps look like hell

    Hmmmm...it's interesting in that I could have sworn I tried that and got an error. Maybe I had a typo and didn't realize it.

    Anyway, that's great news! :)
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    Re: My normal maps look like hell

    His room isn't a box.
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    Re: My normal maps look like hell

    It's a shame we have to access his page like this. Sure it's old, but still good IMHO.
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    Re: My normal maps look like hell

    http://web.archive.org/web/20041025015343/http://www.ronfrazier.net/apparition/index.asp

    Click on Research Projects on the left...


    owned! :)
  15. Replies
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    Re: best method for skybox

    I use the method Humus talks about. Works very good.


    -SirKnight
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    Re: i am new member

    http://nehe.gamedev.net
  17. Re: how to use cg with textures in vertex and fragment shader?

    You can use semantics to specify which texture unit a particular uniform sampler is bound to. Like so:


    float4 frag( uniform sampler2D texture : TEXUNIT0,
    uniform sampler2D...
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    Re: how to play video in opengl?

    Also, this may be of some use: http://download.developer.nvidia.com/dev...ideoeffects.zip


    -SirKnight
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    Re: how to play video in opengl?

    There's a tutorial on using a video as a texture at NeHe's site. http://nehe.gamedev.net


    -SirKnight
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    Re: From OpenGl to MPEG-4

    OpenGL doesn't have any way to do this directly but you can use FRAPS. http://www.fraps.com/
  21. Re: Can gpu render target be some vertex buffer like vbo?

    I think what you're looking for is Pixel Buffer Objects.
  22. Re: Texture lookup into vertex and fragment shader with Cg

    If you don't specify which texture unit a sampler is bound to (either in the shader or through the runtime), then the compiler will choose resources for you. Since you have a vertex and fragment...
  23. Thread: VB.NET

    by SirKnight
    Replies
    3
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    577

    Re: VB.NET

    Try this: http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=014233
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    Re: A OpenGL for .NET 2.0 header(alpha)

    Here is my C++/CLI code for reference:


    namespace MyGL
    {
    using namespace ManagedGL;

    // ------------------------

    public ref class InitGL
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    Re: A OpenGL for .NET 2.0 header(alpha)

    Alright it looks like that unlike in C#, I have to do this:

    GLServer::SelectConfiguration( gcnew GLServer::ConfigurationValidator( &Select ) );

    Kinda crazy looking but it works.
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