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Type: Posts; User: Miguel_dup1

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  1. Re: Vertex-Arrays not faster than immediate mode?

    If you want you can send me your code and I will inspect it...
    miguel@wayne.edu


    mc
  2. Re: Vertex-Arrays not faster than immediate mode?

    JustHanging, that would be right... But when our fellow requesting help says "a mesh" it sounds like he is not using filled polygons. I am assuming too much I guess.

    But if he is getting those...
  3. Re: Vertex-Arrays not faster than immediate mode?

    Guys, I doubt that the issue is due to T&L and video card combination... I have both, a raedon and an NVidia and I get consistent results with both when using the same method of data feeding. e.g....
  4. Re: Vertex-Arrays not faster than immediate mode?

    Sorry, I need to be more explicit... Both faces must be filled.


    Regards,
    mc
  5. Re: Vertex-Arrays not faster than immediate mode?

    I have not helped in this forum in a long time... But it is never too late...

    Are you drawing your mesh as lines or as filled polygons?

    Draw them as filled polygons...


    Miguel C
  6. Re: Heightmap - Which area is visible for camera?

    For this kind of work, you have frustum culling... I have a question though... Are doing brute force on your heightmap, or you are using roam or something of that nature?

    The reason is because you...
  7. Re: What better(faster):gluLookat or glTranslate/Rotate?

    True, I already mentioned it and it is an desicion that is made depending on what is easier for each individual.




    What is the use of projecting a vector in order to translate or rotate?...
  8. Re: What better(faster):gluLookat or glTranslate/Rotate?

    I have not been in the OGL world for a long time due to work. But GODDAMN some things do not change. Right Mihail?? Some people just suck for a life time and never snap out of it...

    Well, to help...
  9. Re: Problems with function glColor between glBegin and glEnd

    Sofia, why dont you post some code?
    Does you program work as expected when you call glColor outside the glBegin and glEnd?
  10. Replies
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    Re: OT : Sphere map...

    Well, I wrote I skydome algorithm and it does what you seem to be asking for... http://141.217.130.254/miguel
    That is my temp address.
    I finished something that should get posted sometime today....
  11. Re: camera rotation around rotating obj...

    I have some stuff on different camera systems done without lookat...

    temp site: http://141.217.130.254/miguel
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    Re: Another bump mapping question

    Humus, bad ass article, I am going to read it as soon as I get a chance... I like it...
    Hey, did you start with ATI at last?
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    Re: loading .TGA and bitmap

    I have noticed that tga are much better, as they support 32 bits. http://www.opengl.org/discussion_boards/ubb/wink.gif Just saying.
    bmp files comppressed? I have not heard of it.
    With that said,...
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    Re: OT: OpenGL Tutorial Writers

    It is up and running. http://www.opengl.org/discussion_boards/ubb/smile.gif
  15. Thread: JPEGLIB

    by Miguel_dup1
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    Re: JPEGLIB

    That error is because it is looking for the header in a linux (unix) file system...
    Put the headers wherever you want, and make sure you have the right path for the header in your include...
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    Re: OT: OpenGL Tutorial Writers

    Yeah, my bad about the files not found...
    I am transfering all my work to a new server while I work some issues with my old server... So, I will prolly have everything up later today when I get out...
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    Re: OT: OpenGL Tutorial Writers

    Well, I guess something you can really do knack is throw the thread off topic!!!!
    Do we have some kind of throw exception error handling for this?? Maybe std::throw_exception( )?
    Did you read books...
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    Re: synchronizing rendering on 2 PC's

    Threads would be your friend for this.
  19. Re: !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--

    I have gone through several bottles of rum and a few cases of beer already trying to follow up on this tribes 2 like war!!!! :P
    I even almost got shot HS!!!
  20. Re: !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--

    WHY IS THIS THREAD STILL ALIVE? http://www.opengl.org/discussion_boards/ubb/confused.gif
    THREAD->KILL() does not work anymore?
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    Re: EULER ANGLES & QUATERNIONS

    I have a few camera systems on my site. I use quaternions, euler angles....
    http://cheo.resnet.wayne.edu/miguel/

    You should take a look at them.
  22. Re: OpenGL and Images (looking for a lead)

    You have
    http://www.gametutorials.com/

    You also have my site
    http://cheo.resnet.wayne.edu/miguel/
  23. Re: !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--

    DONE!!! I am still experiencing some blurs from the tests...

    glBlendDrink4f( GL_RUM, 30.0, GL_VODKA, 10.0, GL_WATER, 0.0000001f, GL_ICE, 0.5f );

    I'll tell you, the GL_WATER is hurt by the evil...
  24. Re: !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--

    dorbie, you missed an extension or two I just made available on my site. GL_GIMME_CORONA_WITH_LIME_OR_LEMMON_NOW

    I get about 150 fps in one pass. It has some very realistic blurring effect, and if...
  25. Thread: Rotations

    by Miguel_dup1
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    Re: Rotations

    I actually put on my site a few camera models using quaternions, euler angles and stuff... Check them out.

    One of the methods (the one I use in my engine) I use quaternions to axis angles. This...
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