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: Cyranose

Page 1 of 8 1 2 3 4

Search: Search took 0.02 seconds.

  1. Replies
    5
    Views
    16,926

    Re: Remote Desktop

    You can use RealVNC or similar to get a real OpenGL context remotely. RemoteDesktop only offers the "Generic GDI" context as you suspected. I typically only RD to start the VNC server...
  2. Replies
    21
    Views
    8,038

    Re: antialias rubberband disappears

    Boris, I don't see anything obviously wrong with the code, though I don't know what's in those custom functions you call.

    As for Zengar's suggestion of rendering into the back buffer only, it's...
  3. Replies
    21
    Views
    8,038

    Re: antialias rubberband disappears

    The main reason you'd want to draw in XOR mode to the front buffer is the buffers aren't flipping as often as your rubber band can move. It's legitimate to do so if you want to idle the 3D rendering...
  4. Replies
    4
    Views
    570

    Re: is glBindTexture expensive ?

    or 3) sort objects by the most expensive state changes (may be the texture bind, but could be program bind, lighting on/off, etc..) and don't change that state until you have to.

    #2 improves on #1...
  5. Replies
    4
    Views
    10,610

    Re: Extract clip planes from projection matrix

    Think about it this way. If you tried rendering the actual viewing frustum, the rendering process would wind up with a unit cube in screen space, each side of the cube lining up with the viewport's...
  6. Re: realtime perspective anamorphic distortion...

    Angus, please, when I was talking about using 3-4 projectors and inverted CAVE rendering, I thought it was clear enough that those projectors would be cube-face aligned, as with the original CAVE.
    ...
  7. Re: realtime perspective anamorphic distortion...

    virtual mass, aside, I expect you'll have serious brightness issues from one projector on the more oblique surfaces as well. Your real cube material will need to be very rough to scatter light from...
  8. Re: Blended Triangles with one vertex out of the viewport

    gluPickMatrix is meant for rendering in selection mode, I believe. I don't see why it wouldn't work normally, but who knows? Can you try rendering without gluPickMatrix and just using scissoring?
    ...
  9. Re: Blended Triangles with one vertex out of the viewport

    I'm going to take a wild guess.

    When you say "a white triangle blended at 50%," I'm guessing your triangle is white, 50% transparent, and more importantly, rendered with flat shading turned on....
  10. Replies
    10
    Views
    1,958

    Re: A perpendicular to a vector

    You can check the magnitude of the cross product in the method I suggested. If it's too small, the bones are close to parallel. In that case, or in general, you can use what I _think_ k_szczech...
  11. Replies
    10
    Views
    1,958

    Re: A perpendicular to a vector

    Yarp, mfort is correct that the set of all perpendicular vectors to a given input vector forms a uniform perpendicular disc, not a single vector.

    But your case is special. In the case of bones,...
  12. Replies
    2
    Views
    1,820

    Re: Eclipse+CDT+MinGW+GLUT

    Jorney, the best approach is to download the GLUT examples. I found the FreeGLUT implementation and examples to work well for this. You'd compile FreeGLUT or install the binary, and then work on...
  13. Replies
    22
    Views
    1,611

    Re: Using a class instead of array

    I think I understand the point of the discussion. And the C++ spec is frankly irrelevant, since you don't use a spec to compile your program...

    The question is whether there are actual compilers...
  14. Replies
    22
    Views
    1,611

    Re: Using a class instead of array

    I step away for a day and miss all the fun...

    You guys are making this way too complicated. In the example I posted, there is a union of structs:


    union {
    struct {
    T...
  15. Replies
    22
    Views
    1,611

    Re: Using a class instead of array

    There is a safe way to do what you originally wanted, and that's to add a cast-to-float-pointer converter. Doing this always finds the right memory offset for your members and avoids the problems...
  16. Replies
    4
    Views
    648

    Re: Mapping rectangle to ellipse

    Assuming you're not talking about morphing or walking the perimeter of the rectangle into/as an ellipse, it works pretty much as I described, with one more step.

    If you take any given point and...
  17. Replies
    4
    Views
    648

    Re: Mapping rectangle to ellipse

    There are lots of ways to do this. The simplest in OpenGL is to draw a circle of radius 1 (optionally inscribed in a -1,+1 x,y unrotated square) with a transform scale and rotation applied that...
  18. Thread: VBO fastpaths

    by Cyranose
    Replies
    11
    Views
    3,314

    Re: VBO fastpaths

    Okay. I wish I had time to try some benchmarks with you. This is a big design issue for me too, but I'm mired in other stuff right now.

    The thing I'd try next, in case you also want to give it a...
  19. Thread: VBO fastpaths

    by Cyranose
    Replies
    11
    Views
    3,314

    Re: VBO fastpaths

    Just curious: is your VBO data static, dynamic, or streamed? If it's not static, I'd suggest trying it for comparison at least.

    I'm also wondering what impact, if any, interleaved vs. non has on...
  20. Thread: Quaternions

    by Cyranose
    Replies
    2
    Views
    287

    Re: Quaternions

    Quaternions do behave a bit strangely from what people are used to. Using a single quaternion to deal with wrapping issues is somewhat hard.

    There are two things you might do to simplify your life...
  21. Replies
    6
    Views
    1,118

    Re: How to get rid of client arrays

    Yes, that's the simplest way to "get rid of" client arrays with minimal changes to your app.

    This may not be immediately faster than old client arrays, but it shouldn't be any worse. AFAIK,...
  22. Replies
    5
    Views
    1,620

    Re: use VBO to draw dynamic text

    By "single VBO," I was aiming more along the lines of putting all of the text you're going to draw in one big static VBO. I get the sense Korval would recommend something similar, but maybe using N...
  23. Replies
    5
    Views
    1,620

    Re: use VBO to draw dynamic text

    Nothing says that an array of GL_QUADS in a VBO need to appear in array order in screen-space, or that you need to draw everything in a VBO at once or at all. You can split up your text-quads into...
  24. Re: are there problems with lots of textures?

    Yes, not "loaded" as in resident, but in quotes to represent a virtual state, in this case, using the GL-ID of a pre-loaded stand-in or one of the lower-res MIP levels instead of the texture you want...
  25. Re: are there problems with lots of textures?

    Out of curiosity, are you binding most or all 3k textures each frame and only seeing the usual 150 of them? Or do you have some spatial testing before binds?

    [note: In responding, I'm assuming...
Results 1 to 25 of 194
Page 1 of 8 1 2 3 4