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...
Type: Posts; User: Ozzy
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...
Try out GLFW which is running fine on unices, mosx, win32 ,dos & so on..
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...
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...
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...
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. ;)
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...
(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...
could you supply code? ^^
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?
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%...
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...
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...
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...
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...
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...
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...
start with that -> http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm
hth
What about NV_primitive_restart extension?
screenshots look good but setup looks corrupted (two dl try)
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
http://glfw.sourceforge.net
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:
-...
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...
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??