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Type: Posts; User: aphex

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  1. object-level occlusion culling: nvidia vs. ATI

    Ok, so NVIDIA has OpenGL occlusion queries to determine if a piece of geometry will alter the ZBuffer, and thus sending a bounding box with the query on can help out in doing hardware occlusion...
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    combiners... multiplying two textures

    Ok I knew how to do this but I forgot... the idea is to multiply two textures EASILY... no shaders and anything like that. Now I have:

    1.- render a vertex array
    2.- render some triangles again,...
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    nailboard rendering???

    Ok, this has me puzzled: what's the fastest way to render a full-screen nailboard? Nailboards are RGBZ images, which encode the depth as well as color info. I need to render one full-screen nailboard...
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    Re: wglAllocateMemoryNV

    1) what does "Unbehandelter Ausnahmefehler" mean in english
    2) what do you use calloc for?
    3) attach some source code so we can see what are you exactly doing
  5. Re: specular + diffuse lightmapping in a single operation

    Sounds like what I'm looking for, thanks.

    I'm aware jwatte is right... still, under the right circumstances, you can perform this trick to add a brighten component in a single pass, which looks...
  6. Re: specular + diffuse lightmapping in a single operation

    Gotcha... but I'm not really trying to do real specular (reflection dot viewer) computations: I'm just trying to have a torch lighting a wall with diffuse (thus darkening shady corners) and, when...
  7. specular + diffuse lightmapping in a single operation

    Ok, simple question really: I'm doing global illumination using light maps... I'm doing three passes: first base material, then multiply by a diffuse light map, and a final add with a specular light...
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    Re: VAR parameter question

    You're right again... no AGP on this little buster. Dell's page (inspiron 8200 with a Gf4 440 Go) says it's AGP4x compliant but i can't find any switch in the bios and it does say AGP(PCI mode).
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    Re: VAR parameter question

    Ok, so now comes the fun part: I'm trying to get this to work on a laptop as well as on a desktop... laptop sports a GF4MX, so the extension is there.. Still, if I try to lower to 0.5 the call...
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    VAR parameter question

    Hello there,

    coding some VAR stuff and it does not seem to work. Ok, can anyone give me a hint with the exact initialization sequence? The one I'm using and does not work as expected is:
    ...
  11. Thread: OpenGL & Xbox

    by aphex
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    OpenGL & Xbox

    Ok, quick and easy... is OpenGL supported on an XBox? I mean, our title uses GL for graphics and then DirectX for music & i/o... can that be ported to Xbox, or must everything be done using Dx8...
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    Re: text output under win32 (NOT textured)

    you rock... thanks
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    text output under win32 (NOT textured)

    Ok, I need to output text in the system font, for a business aplication that uses OpenGL. I don't want to do textured quads, but use something like TextOut from Win32. The problem is that it outputs...
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    Re: fog not working on geforce2 ?

    nope, but i wasn't aware of anything regarding register combiners and fog... we use blending, multitexturing with combine_ext, but that's it... could you elaborate some more on that potential issue?...
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    fog not working on geforce2 ?

    hi there... we have switched from TNT2/G400 to GeForce2 GTS, and have encountered a problem with our fog settings. Ok, the fog worked fine on the older cards, it was like 100 units deep, and the code...
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    Re: shutting down multitex & combine_ext

    perfect... i tried it and works perfect.
    You guys rule
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    shutting down multitex & combine_ext

    hi!

    ok, I have set up my multitex renderer, but do not know how to shut it down (so the other triangles of the scene do not get multitexed).

    I'm using the following code to initialize multitex...
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    off-topic: how to calculate lightmaps

    ok, so the title says it all: how can I calculate grayscale lightmaps (a la Quake) of a scene so i can multitexture them on top of my regular texture set? any utility or technique?

    sorry to post...
  19. Re: Problems to apply textures in OpenGL with ASE file !

    We've done what you comment, and our method is as follows:

    - Store the U,V pairs (drop W) from the TVERTEX structure in a list

    - Then, the TFACE indexes which TVERTEX goes into which FACE. You...
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    Re: 2-stage multitexturing with 2-colors?

    ok, so it seems we are stuck... too bad, as multitex raised our framerate like a 15%...

    thanks!
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    Re: 2-stage multitexturing with 2-colors?

    how about using the secondary color? you say it's alpha'd to 0... ok, could the following be done?

    - use the secondary color for the first "layer", which has alpha=0
    - use the normal color for...
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    Re: 2-stage multitexturing with 2-colors?

    Doesnt' seem to work... in fact, only appears the first texture, and not the second.

    Let's see: my initial, 2-pass blending code is:

    //first texture pass
    tm.usetexture(12);
    for(int i...)
    ...
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    Re: 2-stage multitexturing with 2-colors?

    DFrey, gotcha, but still...: what I am layering is a large texture (in the first stage) AND a detail texture (in the second), and I use the blending as calculated with a complex expression with...
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    2-stage multitexturing with 2-colors?

    ok, so i'm layering 2 textures using multitex and combine_ext, but i only seem to be able to add them, and then apply a color to them as a whole.
    I need to be able to apply 1 color PER LAYER......
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    how do i shut down the multitexture engine?

    Ok, so i've implemented multitexturing, but don't know how to de-activate when i'm done.
    I've implemented the operation:

    (tex1+tex2)*color

    where tex are the 2 textures (large-scale and...
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