Thanks a lot.
Type: Posts; User: timbre
Thanks a lot.
Hi I would like to slowly unsharp an object / texture more and more until it dissolves completly.
I read somewhere that this is possible with the imaging extention with a filter matrix....
The "slow" graphics board is an Ati Radeon x600/550.
The "fast" ones include GeForce 4 Ti 4400, Ati Radeon 9200SE, and Intel 82892/82855E GM/GME.
On all machines POT textures are used. The...
I do not use mipmaps, but the fast sample app (http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=32) does not use Mipmaps aswell.
Must be an silly error...
The texture is set once by :
glGenTextures( 1, screenelement->GetTexture() );
Thanks for the quick reply.
The older machines use for example Intel integrated Graphix or a Radeon 9200SE.
Another Sample Application runs perfectly smooth on that OpenGL 2.0 machine, and I do...
My Application runs superfast on every machine with OpenGL previous to 2.0. OpenGL 1.5 Machines are slightly slower. But on OpenGL 2.0 machine Framerate breakes down to an avarage of circa 3 Frames...
thanx a lot for your help,
i´ll try it out.
Sorry for asking such a lame question again..
I have a problem with automatic texture generation. It basicly works as expected.
But I´d like to map only a fraction of a texture on the whole...
thanx alot for your quick reply ;)
Hi is hardware accelerated offscreenrendering on windows possible ? Read something about wgl offscreenrendering but does it support argb.
any help is highly appreciated
thx a lot
Hi is there a way to offscreen render hardware accelerated on windows. Wgl (unaccelerated ?) might be a way but all examples i found are rather old. Is there a way ?