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Type: Posts; User: ribblem

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  1. Replies
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    Re: Keyframes and VBO

    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...
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    Re: Keyframes and VBO

    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...
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    Re: VBOs: Various questions

    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...
  4. Re: Performance issues texbind / DisplayList / VBO sort

    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...
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    Re: Buffer Object Copy

    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. ...
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    Re: VBO, float and ATI

    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...
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    Re: VBO, float and ATI

    That is correct. If you want position and normal in the same array then pad each out to 4 bytes or 8 bytes total.
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    Re: VBO, float and ATI

    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...
  9. Thread: 1bit textures

    by ribblem
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    Re: 1bit textures

    I think you want to use bitmaps not textures.
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    Re: 3D Studio Max 4 and vertex shaders

    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...
  11. Thread: Blood effect

    by ribblem
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    Blood effect

    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.
    ...
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    Geforce3 vertex shader question

    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...
  13. Thread: Z Buffer :/

    by ribblem
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    Re: Z Buffer :/

    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...
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    Re: GeForce2 Seems slow

    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...
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    Re: Quake 3 .bsp files format

    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/
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    Re: Debug vs. Release Builds

    This I did not know. Thanks guys.
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    Re: Can you get rid of the console box.....

    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.
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    Debug vs. Release Builds

    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...
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    Display List efficency

    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...
  20. Quake3 bsp question (not really openGL question)

    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...
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    Re: Crazy glColor problem

    Thanks,

    I didn't think I had enabled textures anywhere but I did. Stupid me.
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    Crazy glColor problem

    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);...
  23. Re: My light seems to be following my cameras movment....

    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...
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    Re: Understanding Video Memory Usage???

    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...
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    Understanding Video Memory Usage???

    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...
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