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...
Type: Posts; User: aphex
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...
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,...
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...
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
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...
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...
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...
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).
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...
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:
...
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...
you rock... thanks
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...
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?...
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...
perfect... i tried it and works perfect.
You guys rule
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...
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...
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...
ok, so it seems we are stuck... too bad, as multitex raised our framerate like a 15%...
thanks!
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...
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...)
...
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...
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......
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...