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Type: Posts; User: roadkillguy

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    Re: GL_ARB_multisample

    In essence, I have an opengl extension I can't use?
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    Re: GL_ARB_multisample

    Is GL_ARB_multisample unrelated to number of samples and buffer support then?
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    Re: GL_ARB_multisample

    As it turns out, both MULTISAMPLEBUFFERS and MULTISAMPLESAMPLES throw that error. GL_SAMPLES appears to be zero. Maybe my system doesn't support it?

    EDIT: It has zero in both ns and b throughout...
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    Re: GL_ARB_multisample

    I see. I didn't know it was an include safety. Either way, given that I have this opengl extension, shouldn't I be able to enable multisampling?

    After a bit more research, I'm finding...
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    GL_ARB_multisample

    So I'm trying to use multisampling to hopefully help some of the jaggedness my application currently has. Unfortunately, glEnable(GL_ARB_multisample) appears to make no difference on my final image....
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    Re: Masking a moving polygon

    I guess I kind of solved it by ensuring terrain would be on all sides of the water.

    \----/
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    Re: Masking a moving polygon

    No, just hide the edges where the quads make abrupt jumps.
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    Masking a moving polygon

    To give the illusion of a river-ish thing, I'm rendering a whole bunch of quads, and they're all moving --well, they have the illusion of moving. I'm resetting their x position every time they pass...
  9. Thread: Colors

    by roadkillguy
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    Re: Colors

    I guess I'm going to need to stop editing textures on a laptop because the screenshots vouch for that as well. I know how to edit the hardware settings..

    Anyway, thanks for the help.
  10. Thread: Colors

    by roadkillguy
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    Re: Colors

    Hmmm.. that's a good idea. I'll have to try that.
  11. Thread: Colors

    by roadkillguy
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    Colors

    Simply put, I'm making a game. It loads textures, applies fog, all of that stuff. I think I'm finally getting the hang of OpenGL.

    My problem, however, is that what I see on one monitor looks...
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    Re: Custom Z Buffer Rules

    But the fact that there's blending going on at all means there has to be an alpha value of some sort right? If not, where does GL_SRC_ALPHA come from in glBlendFunc()?

    if(z < existing z)
    {
    ...
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    Custom Z Buffer Rules

    Is it possible to define a custom z buffer rule? I've been working with transparent polygons and I want it to be so that if a face is to be rendered behind a transparent one, (look in the alpha...
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