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Type: Posts; User: JD

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  1. Replies
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    Re: a bit of selfpromotion

    Still doesn't look good imo. There is too much darkness vs. too much lighting. You are approaching game dev from gfx practitioner which is wrong as I've tried to tell you. The fact that you're...
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    Re: a bit of selfpromotion

    I meant the combination of direct per-pixel light + depth maps. Depth maps alone are fine, I don't have problem with them. However, trying to mimick global illumination or more precisely indirect...
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    Re: a bit of selfpromotion

    These types of engines are really only good for night time environments. I don't even think that depthmaps are going to be that hot for outdoors. Radiosity is out as well. The best is either...
  4. Re: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista

    This is the post on gamedev that I and davej is talking about:

    "Since I was at the OpenGL BOF at SIGGRAPH where this was discussed, I would like to clarify a bit of what was mentioned.

    First,...
  5. Re: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista

    'A Developer' I think you should voice your concerns with MS. I understand the d3d interface issues and what a pain it is to rewrite the init code for the zillionth time, etc. But I think we...
  6. Re: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista

    Gamedev.net has a remark from ati dev who thinks this is going to be fixed and become a non-issue. I agree with him because barthold from 3dlabs also mentioned this not being an imposiblity to fix....
  7. Re: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista

    Ok, it isn't that bad at all. It will affect gl windowed apps under aero but fullscreen games are going to run full speed. Maybe ihvs will circumvent the aero problem as well.
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    Re: Moving back to software - when?

    I can think of two types of physics right now. One for gfx stuff like particles and one for game related stuff that will effect the player and his outcome in a game. The second is more fun, say you...
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    Re: Moving back to software - when?

    Exactly, you're thinking of what's possible in gfx today and saying that in future we're able to do this in sw at the same speed while neglecting to realize that in future we won't be doing the same...
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    Re: Unreal Engine 3.0 at GDC 2005

    Zed, I was mainly talking about programmers using their brains not their physical attributes. Unless you have a brain defect your brain has the same amount of chance at being just as good as Tim's or...
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    Re: Unreal Engine 3.0 at GDC 2005

    Everyone here who has been involved in programming for some time has one time or another made something great and also made serious mistakes. So you can't say so and so is better than someone else...
  12. Thread: What is happening?

    by JD
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    Re: What is happening?

    I make my own gl headers so that's the only major work for me. Otherwise I rely on gl core and sgi docs and very few extensions. Also, why aren't there cap bits in d3d from ihvs? That boggles my...
  13. Thread: What is happening?

    by JD
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    Re: What is happening?

    I started with opengl then not understanding its heavy state machine reliance I switched to d3d and it wasn't until I needed register combiners that I switched back to gl and by then the programming...
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    Re: using VBO for dynamic data

    Korval, yes that was a serious question :) I knew that ansi C said I think that limit was 6 chars and I read in MS docs that their C++ compiler supported like 255 chars or some large number like...
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    Re: using VBO for dynamic data

    I would welcome a more stringent or better defined gl specs to favor us not the ihvs. The specs are too loose right now and we have to rely on ihvs to tell us how their driver does things. The point...
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    Re: using VBO for dynamic data

    Korval, so what you're basically saying is that we should be looking at agp size ie. 32/64/128 and then use one of those numbers as target for our app? Ok, but what about people with 256mb video...
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    Re: using VBO for dynamic data

    Gl can be used as both an abstract and hw/ihv dependant api. I think VBO have landed in the wrong camp meaning they should go into hw/ihv camp since the reason for VBO was speed ie. server resources,...
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    Re: How to query the total amount of video memory?

    World is divided into maps or levels. At beginning of play of such level, all textures of that level are loaded into vram. When level change occurs, existing textures are offloaded from the vram and...
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    Re: How to query the total amount of video memory?

    Well, most games I know of put all resources into vram for speed reasons. I would just target one memory size ie. 64mb for example and design my world maps to fit into that limit. It's much easier to...
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    Re: Doom3 shading questions

    I think the low poly chars are using bumps from high poly meshes and think they're smooth shaded, ie. the tangent basis is calculated per vertex. I'm not so sure about non-char meshes like doors and...
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    Doom3 shading questions

    I was wondering how doom3 does the shading. I looked at the screenshots and it seems like the patches are always smooth shaded while brushes are flat shaded? What about meshes? Is the shading...
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    Re: GLSL drives me insane!

    Try it w/o fragment shader. Shouldn't there be a 1 for alpha in color? ie. col(1,0,0,1), probably dump suggestion but who knows?
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    Re: Extension loading mechanism

    Crossbar has been integrated into the core so no problems. What I did when I used extensions was to see if nv_texture_env_combine4 was avail. If yes then I assumed crossbar is supported. Otherwise I...
  24. Re: X800 versus GF6800 (and side question of noiseX())

    I would get the 6800 because nv drivers are much better at opengl right now. Ati supposedly is rewriting their opengl drivers but I think they only rewrote the parts that doom3 is using to combat nv...
  25. Thread: GLSL support

    by JD
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    Re: GLSL support

    Fragment shaders are supported only for gffx and 6800. Vertex shaders are done in software for gf1/2 and gf4mx cards and for rest are done in hardware. Not sure about laptop hw.
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