I wouldn't call memory management insignificant unless you?re using larger buffers than the average usage size I?ve seen so far. When constantly doing a null data pointer you?re asking the driver to...
Type: Posts; User: ribblem
I wouldn't call memory management insignificant unless you?re using larger buffers than the average usage size I?ve seen so far. When constantly doing a null data pointer you?re asking the driver to...
glDrawRangeElements would be faster than what you have because the driver wouldn't need to calculate the range of data that needs to be sent down.
VBO would be faster if you use that data multiple...
Most of the topics discussed here are implementation specific. I speak with knowledge of ATI's current implementation and with that in mind realize other hardware venders may have done things...
The biggest reason for sorting by texture is if there is not enough memory for all the textures then switching between them is very expensive since the driver will probably have to load the texture...
I think you could map the src buffer and then do a bufferSubData call from the map location to the dst buffer. It would be up to the driver implementers as to whether this is accelerated though. ...
These cases can be handled by keeping a copy in the format the user wants in system memory and then converting that copy to a format the hardware supports at unmap time (remember you can't draw while...
That is correct. If you want position and normal in the same array then pad each out to 4 bytes or 8 bytes total.
On a 9800 the hardware only natively supports dword aligned arrays. Bytes should be fast if your array has uses 4 components. Shorts should be fast if your array uses 2 or 4 components.
The...
I think you want to use bitmaps not textures.
I'm just guessing here but...
From what I remember reading pluggins were made for 3D Studio Max 3 that alowed you to use the power of the register combiners to make models and interact with them...
I'm trying to think of a cool originial looking why to handle blood effects in my game engine. I want this effect to be something fairly simple to render since it'll probably be happening a lot.
...
I've got a question about what happens to lighting normals after vertex shader translations.
If you have a simple triangle and lets say the normal of this triangle points directly at a light sorce...
The problem is most likly with your gluPerspective or glOrtho or whatever call that you use to set up the view frustrum.
The Z buffer is not linear but rather exponential when it's determining...
I think that you're alpha buffer being 8 bits it what's killing performance. I tryed it on my pc which has a geforce2 and that mode dies out. Try setting that to zero and see if you get you're fps...
The following page contains everything you need to know about the .bsp format for quake 3 to get started on that.
http://graphics.stanford.edu/~kekoa/q3/
This I did not know. Thanks guys.
The answer is yes. I remember seeing how to do this on this board a long time ago. It's not obvious how it's done and I can't remember how. But I know it's possible. Sorry I can't remember how.
Building my openGL app works fine in Debug mode, but I get tons of linking errors relating to openGL when I switch over to release build using Visual C++ 6. Do I need some special release build .lib...
I've got a Gefore2 and load a single display list with 130,000 triangles. I have one light source at an infinite distance(but without this light I still get about the triangle through put). I get...
I've got a program working to view .bsp files from quake3 which uses OpenGL, but now I'm trying to add collisions and I've run into a problem.
I looked at all the planes in a leaf and tried to...
Thanks,
I didn't think I had enabled textures anywhere but I did. Stupid me.
I'm setup all the framework for an openGL program and I've got this crazy problem. Take a look at the following lines:
glBegin(GL_TRIANGLES);
glColor3f(1.0f,1.0f,1.0f);
glVertex2f(0,0);...
The problem is that you're setting you're light up in globle coordinates. Set the position of the lights in object space and the light won't move.
To do this just set the position of the light...
Ya in the extreme that's true, but I was looking more at the 800x600 vs. 1028x764. Where it is just over a meg per buffer so I guess 2 megs(at 32 bit depth).
Plus when you compare 16 bit depth to...
I've got a question about memory usage on video cards. I see all these reviews of the lattest and greatest consumer video cards (usually Geforce2) that have 64mb of memory being compaired to the...