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  1. Thread: UnrealEngine 3

    by Arath
    Replies
    53
    Views
    3,311

    Re: UnrealEngine 3

    I think licu is talking about the "smoothies" technique.

    You can find a paper here :

    http://graphics.csail.mit.edu/~ericchan/papers/smoothie/

    AFAIK, on a 9800, this technique is "eating"...
  2. Replies
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    Re: procedural water and caustics

    Here is a new paper for rendering water surface :

    http://download.nvidia.com/developer/presentations/GDC_2004/HLSL_WaterVTF.pdf

    Cheers
    Arath
  3. Replies
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    3,450

    Re: OT: Doom3 & OpenGL & Xbox

    Hi,

    I work everyday on a XBOX kit so I can tell you that there is no OpenGL support (hey it's microsoft's console). But the special DirectX version has some new functions to completly use the...
  4. Thread: Model data

    by Arath
    Replies
    1
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    120

    Re: Model data

    may be 3D Exploration but I think it doesn't calculate and export tangent and binormals ...


    Arath
  5. Replies
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    Re: DirectX->Direct3D

    I know I SHOULDN'T answer this post as well as everyone who is serious on this forum (and I know there are plenty). But I think C++ is demonstrating why forum sometimes needs a moderator... There...
  6. Thread: Vertices...

    by Arath
    Replies
    2
    Views
    129

    Re: Vertices...

    Q1 : keep as much as possible strip long, you must batch as you can to limit the number of DrawPrimitive/DrawElement calls. Read nvidia/ati gdc2003 on it (on their respective web sites). Also you can...
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    Re: Cook-Torance and BRDF lighting models

    Hum may be I'm wrong but there are some model that can be calculated in a fragment program. I found a source of a Cook-Torance lighting model on this site ...
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    Cook-Torance and BRDF lighting models

    I have read many papers on such lighting model and I wonder if one might use a texture lookup with float precision or calculate in the fragment program. I'm talking when decomposing a BRDF into two...
  9. Re: difference between register combiners and fragment programs

    Asgard, you're right many thing stuff is not possible in openGL with rc/ts. But on the other hand, we can do double instructions in one stage (like double dotproduct) and we've got control on the...
  10. Re: difference between register combiners and fragment programs

    NVparse can only parse pixel shader 1.1 like it is written in the doc.

    Cheers
    Arath
  11. Re: difference between register combiners and fragment programs

    Mark, the Cg solution doesn't work with the ati 8500 at this time (and don't tell me that one can use the arb_texture_env_combine). BTW is the final combiner the only difference between DX8.1 pixel...
  12. Replies
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    Re: Display List vs VAR, VAO, and VBO

    I'm agree that we should use VBO instead of display list, but what's about overcalling glDrawElements ? I mean, nvidia writes every year at the GDC a paper for D3D optimization, and it always talk...
  13. Thread: Flexporter

    by Arath
    Replies
    4
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    298

    Re: Flexporter

    AFAIK there are some examples in the SDK, so you might be able to rebuild them and see how it exports stuff.

    Arath
  14. Replies
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    190

    Re: Compiled Vertex Arrays?

    Use VAO or VAR or even now the vertex buffer object extension
    http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt
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    Re: Animation quation,please help me

    Also you can use flexporter to make your own export (http://www.codercorner.com/Flexporter.htm).


    Arath
  16. Replies
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    460

    Re: Blending operation with frame buffer

    Thanks a lot,
    eventually my faith in opengl is not gone ;-)

    Arath
  17. Replies
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    460

    Blending operation with frame buffer

    Hi,

    I work on commercial project using (of course unfortunately) DirectX (there is only "that" on the XBOX), but I am a huge
    fan of OpenGL (as you may have guessed) and my home engine is written...
  18. Replies
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    544

    Re: Matrix Palette Skinning

    hum I should have wrongly understand but what are pixel shaders doing with matrix palette skinning?? It's only done by a vertex program, may be you're talking about pertexel lighting on animated...
  19. Thread: Is it worthing?

    by Arath
    Replies
    1
    Views
    151

    Is it worthing?

    Hi,
    I'm going to code a KDTree system with a dynamic occlusion system using the extension nv_occlusion_query. I mean, using a frustum culling, I will only render sectors from KDTree in the frustum,...
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    Re: ARB solution for GF3/4 and Radeon 8500?

    So in conclusion, as most user don't have a DX9 video card class, I must code different for each type of card (GF1/2/2MX, GF3/4, GF FX, radeon 8500, and 9700). BTW thanks you for you answers, I'm...
  21. Replies
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    ARB solution for GF3/4 and Radeon 8500?

    Hi,
    I'm currently coding per-texel lighting in my engine, and I'm going to write many different path for each 3d card. I would like to know why gf3/4 and radeon don't support the...
  22. Re: how to texture map with an image of 450*720?

    OMG, why are u posting this question on the advanced forum? Your textures must have a power of two width and hieght (ie 256x256 or 128x512). You can use a extension to map a non-power of two texture,...
  23. Replies
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    Re: learning_VAR performance

    With my GF4TI4200 I get 45 MTri per second with one texture and one directionnal light... There are many program to benchmark your 3d card but I think your code isn't well optimized... don't forget...
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    Re: Can someone can test my demo?

    The hatching scene only uses 3d texture, vertex program and texture compression ... strange, I tought that the cube scene was the slowest ... btw thanks for you feed back, I'm happy that ati has...
  25. Replies
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    Re: Can someone can test my demo?

    Yeah, I totaly forgot to use the EnumDisplayMode func, thanks, btw the demo isn't finished at the pool scene :-(( since I haven't got a ati, it will be hard to debug.

    Arath
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