Hello just porting an app on OSX.. but where are located the gl headers?
i've found some into the X11R6 subdirs but i don't think that they are the good ones..
any help from one cool guy who knows...
Type: Posts; User: Sylvain
Hello just porting an app on OSX.. but where are located the gl headers?
i've found some into the X11R6 subdirs but i don't think that they are the good ones..
any help from one cool guy who knows...
http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/006199.html
LOL http://www.opengl.org/discussion_boards/ubb/smile.gif
it should be a little message to the webmaster but...
i really don't like sites with bright & white backgrounds.. it's annoying..
eh? nothing to do with 'space organisation' but Kaber has launch an interesting question.. What kind of IDE are u using under Linux guys??
as u wish. http://www.opengl.org/discussion_boards/ubb/wink.gif
tip:
if your neighbours are painting their doors with a green paint, why not choose the color which looks the best for ya??
perhaps BSP & PORTALS are not the 'real' solution ...
Ok guys!! thx for the help!!
well, i thought that all the context fields were only indications..
Anyway removing all the values for the accumaltion buffers was the key for initialising the KyroII...
hi,
I've got some probs whith my brand new KyroII board! http://www.opengl.org/discussion_boards/ubb/wink.gif I am using the opengl32.dll wrapping method using this kind of context:...
http://216.32.174.27/projects/ogl-sample/registry/EXT/clip_volume_hint.txt
works better..
http://www.opengl.org/discussion_boards/ubb/wink.gif
you have to know that this extension is not...
quoting directly from an ATI reply on the same subject!! http://www.opengl.org/discussion_boards/ubb/smile.gif
'For the Vertex Array Range equivalent, we have an upcoming equivalent (but better ...
Moreover, with VAR you can also decide of the best vertex structure for the card and perhaps you also get the most interesting features : vertice can be stored onboard which means that there are no...
i can remember such strange behaviors when i started to use VAR but perhaps your init sequence (when allocating vertex array range)is wrong!! For sure you can get a damn boost when using static...
does anyone knows if glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,GL_DONT_CARE);
should boost rendering? with GeForce family or some other boards?
thx
Ok guys!! thx for the help it works now http://www.opengl.org/discussion_boards/ubb/smile.gif
Hi,
i just bought a GeForce2MX (PCI Bus version)
for testing purposes and i was surprising to see that VertexArrayRange were not available on this board (out of memory for the VAR?)
Well, i...
Sorry guys who have bought this Radeon board but in real situation around 20000 - 30000 pts (fov) lighting enabled this card suck with generic drivers from 20 of march..
Anyway you can always...
Well Humus i don't know what you're using to test the Radeon performances Vs GeForce2 but for sure i've really bad stats on my Celeron 333Mhz with the app i workin on.. I've tested both primitives...
eheh!! just jocking!! but perhaps ATI will eventually solve their problems (it's not a brand new card now..) but for sure they are certainly crediting their bank account with our money!! ...
Well, i've bought a radeon SDR 32 coz i've already taken advantage of VAR extensions on Nvidia boards and i was interested to test another 'claimed' T&L board.. ...
I've heard a rumor about a Sony implementation of OpenGL1.2 shipping but without the multi-texturing purposes and so on..
Don't know more about it.
don't know if it'll help but you should know that already http://www.opengl.org/discussion_boards/ubb/smile.gif
glGetString(GL_VENDOR);
glGetString(GL_RENDERER);
I think that the best optimisation today should be the use of T&L, no more CPU heavy transformations,heavy shading (attenuations etc..) , heavy vertice alimentation through the Bus and finally no...
Ya know for my own timings openGL calls COMMAND_LISTS , CVA, DISPLAY_LISTS are quite similar (perhaps bcoz i intensively use strips) with (FLOAT) vertex coords and so on.. The BiG difference comes...