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Type: Posts; User: Olive

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  1. Re: How to use the same(share) texture in different OpenGL contexts.

    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...
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    Re: Using VRAM and AGP RAM at the same time

    And make sur you have one sided lighting !!
    (see glLightModel).
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    Re: Certification of OpenGL

    True... Thanks for the reply!
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    Certification of OpenGL

    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....
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    Re: Strips and degenerated triangles

    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...
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    Re: Strips and degenerated triangles

    Nope, with glDrawElements. Why ?
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    Strips and degenerated triangles

    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...
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    Re: Open GL with Windows XP

    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...
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    Re: OpenGL/Java problem?

    Actually, I have 2 exes:
    - One Java with Corba
    - One c++/OpenGL also with Corba

    Sorry
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    OpenGL/Java problem?

    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...
  11. Thread: HOS

    by Olive
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    Re: HOS

    The question of texture coordinates is probably the trickiest thing to solve. How do you send them?
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    Re: Are you developing CAD/CAE or Games?

    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 ...
  13. Re: how too do hardware matrix multiplications without opengl???

    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...
  14. Thread: Windows 2000...

    by Olive
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    Re: Windows 2000...

    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).]
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    Re: We need your input on.....

    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...
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    Re: OpenGL solid models

    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.
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    Re: We need your input on.....

    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...
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    Re: OGL2.0 : programmable texture filters

    That's right. I was mostly thinking of some sort of sharpening filter.
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    Re: OGL2.0 : programmable texture filters

    Wouldn't that waste one texture unit per mip map level?
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    OGL2.0 : programmable texture filters

    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.
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    Re: Another way of sending vertex data

    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...
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    Another way of sending vertex data

    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...
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    Re: Unified shadign language

    As a user I'd much prefer a C like syntax than a assembly like one.
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    Sharpening texture magnification filter

    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...
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    Re: HiDepth frame buffer and IBR features

    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...
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