wglShareLists is the answer and it should work. The spec states that both GL contexts must share the same pixel format so maybe that is your problem (I rapidly went through split2.cpp and...
Type: Posts; User: Olive
wglShareLists is the answer and it should work. The spec states that both GL contexts must share the same pixel format so maybe that is your problem (I rapidly went through split2.cpp and...
And make sur you have one sided lighting !!
(see glLightModel).
True... Thanks for the reply!
I've searched the web for names of products/companies that can provide DO 178B certifiable OpenGL implementations on embedded systems and have only came accross Seaweed Systems and Alt Software Inc....
Somebody told me that this may be due to the fact that degenerate triangles at low resolutions are not rasterized because of their zero surface while at high resolutions, imprecisions due to the...
Nope, with glDrawElements. Why ?
Hello everyone. I'm using the NVStrip library and I've came across this strange behaviour. On a GeForce 4 4600, with a resolution of 640x480 (with Quincux AA) my app runs at 18 fps without strips and...
Ok, my turn guys...
So, once again (as this type of question has been asked over and over again for every release of a new Windows), Windows XP IS compatible with OpenGL and OpenGL works fine with...
Actually, I have 2 exes:
- One Java with Corba
- One c++/OpenGL also with Corba
Sorry
I have a problem with OpenGL/Java cohabitation.
Here is the description of this problem:
When I have one special Java application launched, I cannot run any OpenGL program.
They crash at context...
The question of texture coordinates is probably the trickiest thing to solve. How do you send them?
That would B for me. Well sort of. Could also be a bit of A for some of our projects. We do everything to be honest... As long as the customers pay ...
Everyone that discovers OpenGL and the matrix stack want's at one point to use that functionnality for something else than just graphics (I know I did). Unfortunately the specialised and pipelined...
And while you're atit, try "WinXP". Just in case you had a doubt...
[This message has been edited by Olive (edited 03-19-2002).]
Well, for one, the color buffer is special as it is the one that will finally be used by the RAMDAC to convert to a video signal. But, ok, lets say you could specify what buffer to use for the color...
This is probably a stupid answer, but then, I haven't really understood the question. This is more a question of collision detection and management and has nothing to do with OpenGL.
Another nice thing that could be possible if we could read the current color value would be to implement a fast B&W, Sepia, whatever rendering without modifying the scene's shaders. Render the scene...
That's right. I was mostly thinking of some sort of sharpening filter.
Wouldn't that waste one texture unit per mip map level?
Wouldn't programmable texture filters be nice? Just a simple programmable unit that could mix the texel from the current level mip map and any lower/upper levels.
GL_EXT_draw_range_elements still relies on the indices to "pull" the vertices. As for the pipeline issue, if future graphic chips were to support the proposed GL 2.0 Aux buffers, they'd have to...
I've just read the specifications for the proposed Aux buffers in OGL 2 and I came across this idea.
When using vertex arrays or vertex buffers, the actual T&L is performed when the indices are...
As a user I'd much prefer a C like syntax than a assembly like one.
It would be nice to have a nice magnification filter that sharpens instead of blurs (with LINEAR) the result. I've never seen the GL_SGIS_sharpen_texture extension work, but something like that would...
Its more of a color display control kind of functionnality like the Image/Levels control in Photoshop. You define what is the maximum level for "black" and minimum level for "white" that will be used...