Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: MikeC

Page 1 of 20 1 2 3 4

Search: Search took 0.04 seconds.

  1. Re: Offscreen Rendering: Alternative for pbuffer/FBO?

    If you're rendering to the main window backbuffer, you need to be confident that your window is always going to be topmost. If a part of the window is covered by something else, rendering to that...
  2. Replies
    14
    Views
    12,982

    Re: OpenGL 3.0 on OSX when?

    I'm somewhat hopeful. The new CopyBuffer API in 3.1 is touted as a way to share data efficiently between GL and CL, and I can't really see anyone except Apple caring enough about that to push it...
  3. Thread: OpenGL 3 Updates

    by MikeC
    Replies
    1,723
    Views
    16,819,344

    Re: OpenGL 3 Updates

    Is there a reliable way for an app to determine at runtime that it's overcommitted? I don't remember one, but it's a long time since I did much of anything with OGL.
  4. Thread: OpenGL 3 Updates

    by MikeC
    Replies
    1,723
    Views
    16,819,344

    Re: OpenGL 3 Updates

    I dunno about that. One of the more subtle consequences of D3D having no extension mechanism is that Microsoft get to play gatekeeper for anything the IHVs come up with. If FooCorp implements whizzy...
  5. Replies
    38
    Views
    32,519

    Re: glsl "offline" compilation

    OpenGL ES 2 supports offline shader compilation, but they're looking at different tradeoffs; hardware is more likely to be a) fixed and b) a crappy platform to compile on.

    Don't know whether that...
  6. Replies
    13
    Views
    1,747

    Re: ability to add userdata to wgl context

    gcc's __thread is definitely not ANSI/ISO C++; it's a gcc extension, and even gcc doesn't support it for all targets. (If nothing else the clue's in the name; any identifier containing a...
  7. Replies
    18
    Views
    1,192

    Re: Transparency CBuffer

    The linked-list-per-pixel approach was used in REYES in the mid-1980s - try Googling for REYES "A-Buffer". That was software rather than hardware, of course.
  8. Replies
    6
    Views
    539

    Re: several OpenGL conceptual questions

    I was just hoping there was someway to load the data into the graphics board and somehow change the viewpoint and the window size on what is displayed without reloading and scaling the data each...
  9. Replies
    6
    Views
    539

    Re: several OpenGL conceptual questions

    The conceptual problem I have is with where the
    data is stored and where it goes after the matrix
    math is applied.

    Depends how you're drawing it. If you're just using immediate mode...
  10. Replies
    137
    Views
    49,316

    Re: ATi and nVidia working together to make OpenGL 3.0

    Korval, you know that, and I know that, but to beginners it's not obvious a) that they should, b) why they should or c) why there's a choice of umpteen different extension libs for a standardized...
  11. Replies
    137
    Views
    49,316

    Re: ATi and nVidia working together to make OpenGL 3.0

    I may be putting words in their mouth - it was a brief conversation - but I think they expected to be able to just #include a .h, link to a .lib and have up-to-date API features available out of the...
  12. Replies
    137
    Views
    49,316

    Re: ATi and nVidia working together to make OpenGL 3.0

    I'm all for it even if it is at the expense of the programmers. Convenience can be layered on top, either by the programmer or through utility libs. Driver bugfixes, by and large, can't.

    Two...
  13. Replies
    121
    Views
    25,096

    Re: ARB meeting notes from Jun/Sept/Dec

    Maybe because embedded systems tend to be less-than-ideal platforms to run compilers on? Don't know, just guessing.
  14. Replies
    121
    Views
    25,096

    Re: ARB meeting notes from Jun/Sept/Dec

    Interesting. I hadn't heard that.

    I haven't been paying much attention to OpenGL-ES, but if backward-compatibility cruft is becoming the hindrance that several posts in this thread seem to...
  15. Re: Q: 2.0 books timeframe? implementation timeframes?

    Don't know, but I vaguely imagine the spec stabilizing in a year or two's time around version 2.1 or 2.2, once render-to-texture and other such vital missing bits are in. Hopefully this will also be...
  16. Re: Want to use back buffer as a texture, but size isn't 2^n

    Render the TV camera view to a viewport with power-of-two dimensions, grab the contents of that viewport into a texture with glCopyTexSubImage2d, switch back to a full-screen viewport, render scene...
  17. Replies
    3
    Views
    695

    Re: GL_QUAD_STRIP Texturing

    No, only one texture per glBegin/glEnd pair. (Unless you're using multitexturing, but I don't think that's what you're asking for.)
  18. Replies
    2
    Views
    327

    Re: Viewport Question

    glOrtho, like all the matrix functions, multiplies the current matrix - in this case, by an orthographic projection matrix. You're currently multiplying two such matrices together. You probably want...
  19. Replies
    3
    Views
    446

    Re: Texture-based text rendering

    What he said, unless you already have that with your texture setup code. Also:

    - I've been unimpressed by most code from books; it tends to make far too many undocumented assumptions about the...
  20. Replies
    52
    Views
    9,789

    Re: Curved Relief Mapping with correct silhouettes

    Actually, I wasn't thinking about the extra data. I was thinking about the case where you have a big bunch of geometry art assets and want to switch between a bleeding-edge GL2.x renderer (with "fpo...
  21. Replies
    52
    Views
    9,789

    Re: Curved Relief Mapping with correct silhouettes

    Very much so; in its original context, it's an exclamation of impressed awe. (Terribly offtopic, btw, but if anyone hasn't seen Firefly yet they're missing out. Partly because it has some...
  22. Replies
    52
    Views
    9,789

    Re: Curved Relief Mapping with correct silhouettes

    Shun-SHENG duh gao-WAHN...
  23. Replies
    4
    Views
    886

    Re: Lit pixels (luminosity channel)

    Actually... you could probably get a decent "glow" using a 3D texture for the additive-unlit pass. But texture memory requirements for any but the most localized effects would be prohibitive.
  24. Replies
    4
    Views
    886

    Re: Lit pixels (luminosity channel)

    What you call a "luminosity channel" is already straightforward to do, even in unextended OpenGL 1.1. It's just an alpha or luminance texture drawn as a second pass with lighting disabled, EQUAL...
  25. Thread: Shortcut

    by MikeC
    Replies
    8
    Views
    734

    Re: Shortcut

    Oh, years and years ago. Around '96 I think. I was only there for about six months. And I missed the Oktoberfest by 2 weeks, dammit.

    Fantastic place, though.
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4