Haven't looked into it myself, but this link gives some info and some source code:
http://reality.sgi.com/mjk/tips/VirtualizedLights/VirtualizedLights.html
Type: Posts; User: IainR
Haven't looked into it myself, but this link gives some info and some source code:
http://reality.sgi.com/mjk/tips/VirtualizedLights/VirtualizedLights.html
Yes, I used TrueSpace v2 for a while. Not bad at all, but it doesn't seem to give you much control over uv coordinates. Still, managed to create some models & load them up in my program.
Currently...
I think you're supposed to create a Python script to export the data into whatever format you want. I don't believe they've released the specs for their own format.
You can always check their...
Remember that it might be possible that what you 'shot' is not on the screen - it might be off-screen (if it's a heat-seeking missle for example) or behind another object. This would make the...
Hi,
What about using bitfields? Good on memory usage, although maybe not quite so efficient in terms of speed - but that's probably not a problem.
eg.
typedef struct _states_t
{
int...
Hi,
If you're currently using one colour per face, you sould change that to one colour per vertex. That way you should get a smooth transition. It's hard to tell from your screenshots which...
On a more general note, when you come to do the tri-tri intersection tests, it might be possible to use a low-poly version of your models in order to get a speed/accuracy tradeoff.
Iain
Well, if you do your own lighting and pass OpenGL a colour for each vertex, then it's presumably better to send the colours in its 'native' format to save a little time.
Apart from that, I can't...
Yes, I'm currently using floats, but I suspect that bytes are more widely supported.
I must see if there's any documentation on other graphics cards manufacturer's websites.
Thanks Eric, I should have guessed that NVidia has info on it!
Thanks for replying Bob. You refer to vertices here, but I was really wanting to know about RGBA values - does this advice hold for those as well? It's really for things like glColor that I need to...
... I should mention that this is in relation to glColor calls and materials definitions.
Iain
Hi,
I was wondering if there is an RGBA format that is most widely optimised by OpenGL drivers; for instance, is it usually better to specify RGBA values as bytes rather than floats?
Thanks for...