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...
Type: Posts; User: DFrey
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...
Excuse me? What makes you think I don't?
[This message has been edited by DFrey (edited 12-17-2003).]
About the hardest part of making a Glide 3 wrapper is getting the name mangling right in the Glide 3 dll you make.
The version number is useful for knowing what is supported be it accelerated or not.
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...
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.
That sounds more like a stupid little bug in your application.
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
How many bits does the gamma ramp support per channel?
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...
The latest version of it worked perfectly fine for me in WinXP. I just finished playing it again not more than 3 months ago.
After you install it, you have to download the latest update for it.
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...
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...
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.
You can use Bryce 3D to make them.
Select a 16 bit internal format for use in your glTextureImage call. Like GL_RGBA4, GL_RGB5, or GL_RGB5_A1.
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).]
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...
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...
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.
In that case, perhaps GL_ARB_texenv_crossbar or GL_NV_texenv_combine4 is a better solution.
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...
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...
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...