Type: Posts; User: B_old
I tried method 1 & 3. Unfortunately it is slower. I assume 2 will give the same results, but could you explain a bit more detailed how I can enable this, anyway?
Thanks for the help!
Thanks for the reply. I am wondering wether this will slow down the app in any way? I could imagine the cards are optimized for this buffer flipping.
And I don't really like the idea to have...
When my app is in fullscreen mode and I attempt to display any window on top of it they appear strange. They are blinking fast, and the ogl-scene shines through in a way.
My dwStyle is...
Well, this is covered in the tutorials found at the link I posted...
EDIT: Ah, I think I see now what you mean, you don't mean the bsp-faces but the models, right? Sorry, but I can't help.
I guess this thread is not relevant anymore then, right?
Are you talking about Q3's map-format?
Try this link: http://www.gametutorials.com/Tutorials/opengl/OpenGL_Pg5.htm , to get some usefull information about it. I hope this is what you want.
This is propably for nvidia cards as well. In fact I had this problem too.
[This message has been edited by B_old (edited 08-12-2003).]
Thanks for the answers. Things seem much clearer now!
I appologize for the formulation of the question and I hope it turned out allright in the end.
This is not OT because I am talking about
Are you sure that glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE) works here?
The paper says that all...
I read and nvidia paper about ARB_texture_compression and used the provided code to open a *.dds file and upload the data to OGL.
I am confused about how mipmapping works.
According to the...
Ah, thanks for the clarification, thats what I wanted to hear!
Well, I share exactly your oppinion that VBO should handle cases where video memory is full. Thanks for the info!
But do you know wether I am limited by the graphics card or by systemmemory (ultimately)?
I have 2 questions about VBO.
1. What is the max size of one vertex-buffer?
I tried to make one Buffer > 250k vertices and the rendering was wrong. Not an issue for me really as I have...
Very possible! I hope this is it. Thanks.
EDIT: You were right it seems, thanks a lot!
[This message has been edited by B_old (edited 08-04-2003).]
I just made a quick test with VBO. It seems nice although questions remain on my side, anyway thats not the point of this post.
When I use VBO and run fullscreen in any res _different_...
I want to try out VBO on my GeForce 2 GTS.
I use the extgl-library to load the extension. The first strange thing is that
Yeah, I would like to know that too!
OK then, thanks for the help.
What I mean.
Keeping your vertices in AGP memory is nice as long as you don't read them, right?
So I thought I keep a copy in AGP memory for rendering and one in system memory for the stencil...
Hmm, so far I can not use vertex programms.
Maybe what you describe is possible with them, but without them it is necessary to read your vertices (to my knowledge), which is not good with VBO and...
I am wondering wether rendering with VBO and keeping a second copy of vertices in system memory for stencil shadows would make sense?
I could imagine that the shadows would make the app so...
I am using glGetTexLevelParameter() to query the width of the newly created texture.
I'd like to know how to tell wether a certain texture could not be created by OGL.
The redbook tells me that glTexImage2D() is a void, so this won't help me.
Thanks for any help!