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Type: Posts; User: DJ Tricky S

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    Re: where are demos 4 mac?

    NeHe's site.
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    Re: fullscreen mode OS X?

    I would try using QuickTime or DrawSprocket to switch to fullscreen.
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    Re: Perspective source code

    try http://www.mesa3d.org/ , Mesa is an OpenGL work-alike with complete source code available. Alternatively most any book on 3D computer graphics can explain the math behind perspective...
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    Re: AGL_ACCELERATED (3)

    Here is some code that I used in a shipping game if it helps... if not maybe compare your code to this or any of the Apple OpenGL demos and see what you are doing differently
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    Re: MacOS X, OpenGl, etc.

    To answer some of your questions...
    * GameSprockets in general cannot be used at all in OSX, (other than some very limited DrawSprocket support) so it's best to just forget about them imho
    * Cocoa...
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    Re: AGL_ACCELERATED (2)

    I dunno if it helps but here is what I usually use for pixel formats on my Mac OpenGL programs (pre-OSX mind you):


    [This message has been edited by DJ Tricky S (edited 05-29-2001).]

    [This...
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    Re: glGetFloatv??

    Yes it is implemented, maybe youor model view atrix hasn't been set up correctly so you're not getting back what you expect?
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    Re: AGL_ACCELERATED

    A Rage Pro in your G4? Egads why are you doing that? Shoulda kept the Rage128 that it came with. At any rate, it is possible that your Rage Pro doesn't have enough VRAM for HW accelleration. Try...
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    Re: How to compiler under OSX

    The only OSX development I have done was for Carbon apps but my best advice for you is to find a sample OpenGL project from Apple that actually builds and works, and then slowly modify that to your...
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    Re: Mouse movement control under OSX

    They are part of the OSX Cocoa api, there is documentation about it on the apple dev website somewhere (I found it once anyways heh)
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    Re: Mouse movement control under OSX

    Last I checked (which was during the time of OSX PB) you cannot, although you might check on the status of the CGDirectDisplay API (I think that's what they were called), which has facilities for...
  12. Thread: Games?

    by DJ Tricky S
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    Re: Games?

    Halo http://www.opengl.org/discussion_boards/ubb/smile.gif we're not using OpenGL on this one (obviously), though I did the OpenGL coding for Oni [hence, I spent alot of time visiting this forum...
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    Re: Where did "tk.h" go?

    Hrm, I have no idea what those are then. It might be helpful to just write your own texture loading code for a widely known graphics file format such as targa files. NeHe (Jeff Molofee's site) at ...
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    Re: Where did "tk.h" go?

    It's not part of OpenGL, tk.h is probably a part of the TkToolkit. Why are you looking for it?
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    Re: Using extensions

    Did you bother reading the post just below yours on GL extensions?? heh
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    Re: Extensions?!?

    Unlike Windows or Linux, under MacOS (pre-OSX anyway) you are limited to the extensions supported by the version of OpenGL that you build & link against. You can determine whether or not you have a...
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    Re: Unix >< Mac conversions

    Assuming you are using CodeWarrior, make sure you have the OpenGL SDK folder in your System Access Path. Then add the OpenGL stub libraries to your project (and the glut libs and res files if you are...
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    Re: GL_EXT_texture_env_combine how-to

    ATI has a nice demo on their website that illustrates how the GL_EXT_texture_env_combine works, probably worth checking it out.
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    Re: Must see this !

    Looks very nice... nasty tendency to lock up my system though :p
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    Re: Constant speed gl query

    The best way to do this is to track velocity and time for your game objects. Then when your rendering starts to lag, the game objects still move correctly with time, since their position at rendering...
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    Re: AGL_DEPTH_SIZE

    AGL_DEPTH_SIZE specifies the desired bit depth for your depth buffer.
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    Re: ATI HWA Depth Testing

    Ahh using Apple sample code, eh? well there is the problem hehe http://www.opengl.org/discussion_boards/ubb/wink.gif You need to specify depth buffer parameters in your pixel format when you are...
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    Re: ATI HWA Depth Testing

    That all looks fine, how are you setting up your rendering contexts & pixel formats? The bug is probably somewhere in there.
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    Re: Unicode Font

    I dunno about anyone else, but I have found the method of using the wglFont routines with glCallLists to be extremely sloooww, at least compared to using a prerendered bitmap texture and then drawing...
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    Re: Blending problems under OpenGL 1.2

    Maybe if you post a small code sample of a simple demo that doesn't work, we can help?
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