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Type: Posts; User: DFrey

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    Re: 3dfx Interactive + Glide

    I don't need the source code of a glide wrapper. I wrote one myself. It is painfully easy to do when you know the API. The hardest part, and it was not hard, was in the name mangling. I simply wrote...
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    Re: 3dfx Interactive + Glide

    Excuse me? What makes you think I don't?

    [This message has been edited by DFrey (edited 12-17-2003).]
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    Re: 3dfx Interactive + Glide

    About the hardest part of making a Glide 3 wrapper is getting the name mangling right in the Glide 3 dll you make.
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    Re: OpenGL 1.5 specs out

    The version number is useful for knowing what is supported be it accelerated or not.
  5. Re: Official nVidia ForceWare 52.16 and nothing about GLSL

    I think the GFfx shaders are more than fast enough for most purposes. They don't need to be the "fastest" to be useful. It's your job as a programmer to make the best use of the hardware, or as you...
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    Re: No 32bit zBuffer anymore?

    You know, the whole point of querying is to learn if a feature is available or not. The result of the query is not good or bad. It is merely information.
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    Re: Stupid little det.4403 VBO bug

    That sounds more like a stupid little bug in your application.
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    Re: Heavy rounding in RGB16 ?

    Nope, not gonna try to convince you otherwise, as obviously that makes sense. I was half asleep when I presented that question. http://www.opengl.org/discussion_boards/ubb/tongue.gif
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    Re: Heavy rounding in RGB16 ?

    How many bits does the gamma ramp support per channel?
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    Re: Heavy rounding in RGB16 ?

    I was under the impression that particular piece of hardware could only support 12 bits per channel max. And if you spread those 12 bits over the domain of 16 bits and do the math, you will come to...
  11. Thread: PROBLEM

    by DFrey
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    Re: PROBLEM

    The latest version of it worked perfectly fine for me in WinXP. I just finished playing it again not more than 3 months ago.
  12. Thread: PROBLEM

    by DFrey
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    Re: PROBLEM

    After you install it, you have to download the latest update for it.
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    Re: Stupid Obnoxious Seam

    I can't really tell much from that screenshot, but my guess would be that you need to do change your texture coordinate generation. Perhaps scaling the texture matrix along the axis perpendicular to...
  14. Thread: extensions?

    by DFrey
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    Re: extensions?

    You should always check the string first. It is quite possible that some implementations may erroneously return a pointer to an unsupported extension. This can result in getting function pointers to...
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    Re: sky box textures?

    If you do a search on this board (or advanced), you will find a link to instructions on how to make seamless textures in terragen.
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    Re: sky box textures?

    You can use Bryce 3D to make them.
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    Re: How do I make my texture 16/32 bit in OGL?

    Select a 16 bit internal format for use in your glTextureImage call. Like GL_RGBA4, GL_RGB5, or GL_RGB5_A1.
  18. Thread: multitexturing

    by DFrey
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    Re: multitexturing

    Use a signed add blend mode, instead of a modulation blend. Though the results may look a bit washed out.

    [This message has been edited by DFrey (edited 03-09-2003).]
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    Re: ARB Multi-Texture Woes

    You might want to get a look at an example I made. http://bellsouthpwp.net/d/f/dfrey69/multitex_example.zip

    It requires a Geforce 3 or better as is and is written for Windows, but it should...
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    Re: virtual framebuffer

    Make offcenter projections, take screen shots of each. Then stitch the images together. Neither GL, nor GLU directly support offcenter perspective projections, so you'll have to cook up your own...
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    Re: Multitexture fade

    Also, looking at your "weights" there appears to be only one independent weight. And the others are either identical, or 1-weight, which the combine and crossbar extensions can easily handle.
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    Re: Multitexture fade

    In that case, perhaps GL_ARB_texenv_crossbar or GL_NV_texenv_combine4 is a better solution.
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    Re: Multitexture fade

    You can also do this simply using the GL_ARB_texenv_combine or GL_EXT_texenv_combine extension. Setup the interpolate combine operation on the second stage. And set your fade parameter to be the...
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    Re: Posting weirdness

    Could be that a http cache has been installed on one of the gateways your computer uses. During times of heavy load, they'll often simply send your computer a cached response, rather than pass your...
  25. Thread: Depth Problem

    by DFrey
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    Re: Depth Problem

    You set a projection matrix by first setting the matrix mode GL_PROJECTION. Then use glOrtho or gluOrtho2D to setup an orthographic projection, glFrustum or gluPerspective to set a perspective...
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