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Type: Posts; User: Lyr

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  1. Thread: LOD Selection

    by Lyr
    Replies
    6
    Views
    665

    Re: LOD Selection

    Use the first methode and multiply the distance with 2 factors:
    - Object Size:
    you can precalculate this for many objects, otherwise you simply take the maximum dimension of the bounding box.
    -...
  2. Thread: LOD Selection

    by Lyr
    Replies
    6
    Views
    329

    Re: LOD Selection

    Use the first methode and multiply the distance with 2 factors:
    - Object Size:
    you can precalculate this for many objects, otherwise you simply take the maximum dimension of the bounding box.
    -...
  3. Replies
    2
    Views
    1,028

    Re: Writing to textures in shaders

    I thought of write access _inside_ the shader language for two reasons:

    - you can have a "shared memory" for your shaders. For example this makes it possible to have dynamic shadowed bumpmapping...
  4. Replies
    2
    Views
    1,028

    Writing to textures in shaders

    Im neither an expert in GPU technology nor in shaders. But reading the OGL 2.0 shading languange specs, I wondered that there is full read access to textures but no possiblity for write access, or...
  5. Replies
    16
    Views
    1,990

    Re: Bizzare texture seam problem on LOD terrain.

    I had a similar problem some time ago.

    I solved it in this way:

    Imagine a Texture of the size 16*16. In this case the bottom, left pixel isn't (0.0 | 0.0). ( 0.5/16 | 0.5/16 ) are the...
  6. Replies
    23
    Views
    2,685

    Re: large terrain texturing

    http://www.cbloom.com/3d/techdocs/splatting.txt
  7. Thread: strange color

    by Lyr
    Replies
    3
    Views
    131

    Re: strange color

    Try to disable everything you don't realy need.

    GL_TEXTURE2D/1D
    GL_LIGHTING
    GL_FOG
    ...
  8. Replies
    1
    Views
    185

    Re: Why it doesnt works?? - multiple height maps

    If you want an array where you can use array element 0,1,2,3,4 and 5 you have to set the array size to 6, not to 5.



    btw I would suggest to use a triangle strip.


    hope this helps

    [This...
  9. Thread: color problem

    by Lyr
    Replies
    3
    Views
    178

    Re: color problem

    Check this line:
    glMaterialfv(GL_FRONT,GL_EMISSION,mat_shininess);

    GL_EMISSION takes 4 values!
  10. Replies
    5
    Views
    353

    Re: question for a programmer in a company

    http://www.gamedev.net/reference/
  11. Replies
    18
    Views
    5,306

    Re: What is the correct way to pan, zoom and rotate?

    Yes, but every normal vector is scaled by the same value. So every normal vector has the same length.
    glEnable( GL_RESCALE_NORMALS) doesn't mean to calculate the length of every normal....
  12. Replies
    18
    Views
    5,306

    Re: What is the correct way to pan, zoom and rotate?

    2.
    As far as I know the only Problem of glScale is that the light appears more bright. If you need lightening then I think you can enable GL_RESCALE_NORMALS for correct lightening because every...
  13. Thread: BSP-Trees

    by Lyr
    Replies
    8
    Views
    229

    Re: BSP-Trees

    You are right there are only 3 axis.
    I meant you can test if one point is +x, -x, +y, ...
    so we have 6 "axis" :-)

    What I forgott was that the point has do be in an area, not on +x, -y and -z for...
  14. Thread: BSP-Trees

    by Lyr
    Replies
    8
    Views
    229

    Re: BSP-Trees

    In my opinion there are only 6 axis but I think that would be the answer to my question.

    Thanks
  15. Thread: BSP-Trees

    by Lyr
    Replies
    8
    Views
    229

    BSP-Trees

    Hello

    Can anyone explain me how I could use BSP-Trees.
    I already found some tutorials about BSP-Trees. It's no problem for me to use them in a 3D-World where you can't go up or down, but I have...
  16. Thread: NV_Vertex_program

    by Lyr
    Replies
    4
    Views
    139

    Re: NV_Vertex_program

    Hello

    If you are talking about the nvidia site.
    I already had a look at this site, but I didn't understand very much. So I'm looking for a simple example or a tutorial.

    I didn't find any...
  17. Thread: NV_Vertex_program

    by Lyr
    Replies
    4
    Views
    139

    Re: NV_Vertex_program

    I'm grateful for any information about that extention. It seems do be a very interesting function.
    Please send it to
    m_hillbrand@hotmail.com

    Thanks a lot
  18. Thread: NV_Vertex_program

    by Lyr
    Replies
    4
    Views
    139

    NV_Vertex_program

    Does anyone know how do use this Extention, on wich grafic cards I can use this Extention or where I can find a good Documentation / Tutorial about it?
  19. Thread: problem w/glaux.h

    by Lyr
    Replies
    5
    Views
    395

    Re: problem w/glaux.h

    In my windef.h there was never defined LONG.
    So it might sound silly but you can try to put
    #typedef long LONG
    over the line with the error.
  20. Replies
    7
    Views
    1,128

    Re: camera directions...

    ca=cos(anglex*0.0174533);
    sa=sin(anglex*0.0174533);
    looky=-sin(angley*0.0174533);
    d=-cos(angley*0.0174533);
    lookx=sa*d;
    lookz=ca*d;
    lookupy=-sin((angley+90.0)*0.0174533); ...
  21. Replies
    8
    Views
    186

    Re: How to find visible primitives?

    I think you need a Selection Buffer or a Feedback Buffer. But I don't know how this works.

    Mexx
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