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Type: Posts; User: Ozzy

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  1. Replies
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    check extension string ? :-/

    Hi,

    Is there any proper way to find out openglExt supported using GLX?. (kind of equ to _wglGetExtensionsStringEXT )

    A naive check of some functions addresses could help but maybe a better...
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    Re: Getting rid of SDL

    Try out GLFW which is running fine on unices, mosx, win32 ,dos & so on..
  3. Thread: GL_LIGHTx

    by Ozzy
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    Re: GL_LIGHTx

    you will have to use shaders AND multipass because extending GL internal lights parameters buffers/table doesn't look so trivial for me..
    Maybe i'm wrong but most implementations are limited to 8...
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    Re: Offset of a bezier-curve

    Sometimes some piece of code is better than an explanation ^^

    As far as i remember, you can also consider that the 'offset' is simply a vector that reach your next control point needed to generate...
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    NV unified compiler

    Some questions regarding the new compiler from NV.
    1) would it be possible to pass through it any type of shaders (dx,arb,glsl,cg etc) to compile & run into an opengl app?
    2) would it be also...
  6. Re: Is there any OpenGL to D3D wrapper with source?

    Yep, look at the D3D driver of Mesa.
    http://www.mesa3d.org

    I've played a bit with it (compiling ok) but i was unable to make it works... :(

    Let me know if it successful for you. ;)
  7. Thread: psm

    by Ozzy
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    Re: psm

    Yep, just like Humus said, a nice & simple piece of code is sometime better than talks ;)
    What is missing the most is a clear code/desc of matrices setup (using *known* CM,CP;LM,LP) to proceed in...
  8. Thread: psm

    by Ozzy
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    psm

    (after reading docs)

    i just would like to know if there is a much more comprehensive recipe to build up modelview & perspective matrices that render the perspective shadow map?

    with ssm i got...
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    Re: Shadow Mapping Ambient

    could you supply code? ^^
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    Re: fixed pipeline and shaders prgs.

    Yep, penalty was between 20%-30% (prior drivers).
    Finally, Did Nvidia has planned to drop fixed pipe hw? is it already done with latest boards?
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    fixed pipeline and shaders prgs.

    Well, i was a bit curious regarding vertex and fragment programs costs (regarding perfs)
    I'm using a FX5200 and when enabling fragment and/or vertex program extensions i got something like 30%...
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    Re: shadow mapping (texture matrix gen)

    Allright.. it works like this then.
    thank you for this detail.

    now i would like to implement a shadow_ambient like (ext which is not available on my FX5200).

    Thus i saw from the shadowCast...
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    Re: shadow mapping (texture matrix gen)

    That's right.. ^^

    But why it is doing this when i'm using:
    SB * lightFrustum * lightModelview ?
    It just works like if it was a point light generating shadows.. (thus shadows are only moving when...
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    Re: shadow mapping (texture matrix gen)

    Ok, finally i've done the right stuff concerning the opengl matrix stacks and it has solved many of my probs. Thus here i'm using : scaleBias * lightFrustum * lightViewMatrix.

    But there is still a...
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    Re: shadow mapping (texture matrix gen)

    allright, i'm doing texgen in eye-space but i'm stuck with the final tranformations tu set up texture coordinates (shodow map) in the 2nd pass..

    Maybe it's a little bit tricky due to my engine...
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    Re: NV_primitive_restart anyone?

    Well, primitives initialisation is *quite* expensive anyway.. that's why in most of the case the best cfg is 1 prim = 1 strip to get the best performances. Too bad that we can't specify/load a...
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    shadow mapping (texture matrix gen)

    i'm working on an implementation of shadow mapping using fixed pipe exts. I just would like to get (again) some more infos concerning the generation of the texture matrix.

    when constructing this...
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    Re: radiosity realization

    start with that -> http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm

    hth
  19. Re: Best technique to render the same model in different locations

    What about NV_primitive_restart extension?
  20. Re: Please test our OpenGL game (screenshots and download link inside).

    screenshots look good but setup looks corrupted (two dl try)
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    Re: Porting Linux code to NT

    For easier portability please check:
    glfw, glut and others. (Opengl frameworks that hide plateform dependent code)
    also try mingw suite. (gcc land for windows)
    hth
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    Re: GLFW documentation ?

    http://glfw.sourceforge.net
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    Re: eye vector with ARBfp

    here are some shots then: http://www.orkysquad.org/php/scripts/mainFrame.php?page=lecnews.php&cat=Code&templ=backcode

    Ugly data generation aside, there are some probs with this algo:
    -...
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    Re: eye vector with ARBfp

    Thx very much Cass and others for the step by step help with matrices ^^

    Things now work nicely, still a little prob with perspective correction btw, maybe i need to work with non-homogeneous...
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    Re: eye vector with ARBfp

    Sorry cass i don't understand what u mean by wiewportDepthRange matrix? there are informations about the viewport and depthRange separately but i don't know how to build a matrix with them??
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