Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: al_bob

Page 1 of 8 1 2 3 4

Search: Search took 0.34 seconds.

  1. Replies
    114
    Views
    147,914

    Re: OpenGL extension rumor

    I apologies if I have mistakenly given you the impression that I have read every thread on this board in the last 2.5 years, and every post in all those threads.

    I will definitely attempt to be...
  2. Replies
    114
    Views
    147,914

    Re: OpenGL extension rumor

    Why can't you just resend calls to glVertexPointer(), glColorPointer(), etc, offsetting them by the required index offset?

    You don't have to walk through the index list this way.
  3. Replies
    6
    Views
    198

    Re: Max uniform components bug (Fixed)

    I have reported the bug in our internal bug tracking system.
  4. Replies
    4
    Views
    194

    Re: Z-Buffer actualised by Alpha value

    Have a look at GL_ALPHA_TEST and glAlphaFunc().
  5. Replies
    24
    Views
    1,733

    Re: R520 - no FP texture filtering?

    Which is fine for bilinear and to a certain extent trilinear. It's a whole other matter to (efficiently) do aniso.
  6. Replies
    9
    Views
    418

    Re: Displaylist and VBO test failed on NV6800!

    What's your monitor refresh rate? Sounds like you're waiting for vsync.
  7. Replies
    2
    Views
    284

    Re: Howto get pixel values of the surface?

    This step isn't (yet) hardware accelerated on any commercial GPUs.

    You will need to either use the blending functionality, or render to texture (with copy) to get the effect you want.
  8. Replies
    9
    Views
    495

    Re: ADDSIGNED2X -- Bit Shifting in ARB?

    The documentation for ADDSIGNED2X was probably written when GPUs didn't all use floating-point numbers for fragment processing.
  9. Replies
    1
    Views
    90

    Re: Transparency Problems

    I'm assuming you have a non-symmetric blend function.

    If you think about your blend function, you're basically taking the background and mixing it in with the fragments you're rendering.

    As...
  10. Replies
    30
    Views
    5,682

    Re: Early Z rejection

    How are you measuring your time? Are you sure that you're not synchronized to your monitor's vertical refresh signal?
  11. Replies
    10
    Views
    1,137

    Re: Geometry instancing

    How would instancing help you there? The GPU will still need to transform the same number of vertices and fetch the same number of attributes, with or without instancing.

    The only thing you save...
  12. Re: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista

    Like I mentioned, I don't disagree that accelerated 1.4 is much better than software 1.1.

    I'm much more worried about the new UI being turned off when the IHV's ICD is loaded, though. This is...
  13. Replies
    25
    Views
    806

    Re: Additional calculation messes up result

    You should probably reread the spec.

    The compiler thus cannot put a scalar varying in the w component (or any other unused component) of an attribute.
  14. Re: Call to Action: Ensure that OpenGL remains a first class API under Windows Vista

    Perhaps, but then why not pick up GL 1.5? GL 1.5 only adds VBOs, occlusion querries and generalized shadow compare functions to the core.

    Without either VBOs or IHV extensions for vertex arrays,...
  15. Re: Should Microsoft enable OpenGL to run as an ICD under Windows Vista's Aeroglass

    Would you pay a premium to play your favorite games in Windows? Or is a worse user experience compared to (say) Windows XP acceptable?
  16. Replies
    6
    Views
    343

    Re: two short questions

    Also note that a conformant implementation can (but need not to) implement glDrawRangeElements() as just glDrawElements() (with additional parameter checking, of course). glDrawRangeElements()...
  17. Replies
    5
    Views
    269

    Re: Conditional returns

    I question your intent.

    Backfacing polygons are normally culled by backface culling. That is, they don't get rasterized anyway.

    However, you can rasterize back-facing polygons if you disable...
  18. Replies
    6
    Views
    279

    Re: Please implement RTT!

    Our unified drivers work on everything from the latest GeForce back to the venerable RivaTNT2.

    Release Notes for Forceware 71.89 . Look at pages 25 to 28.
  19. Replies
    2
    Views
    181

    Re: Floating textures, help please...

    You should use a type of GLhalfARB instead.

    This should be:

    glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA16F_ARB, 256, 256, 0, GL_ALPHA, GL_HALF_FLOAT_ARB, tab);
  20. Re: Enable conformant OpenGL texture clamp behaviour

    My understanding of the issue is that the wording for the behavior of GL_CLAMP used to be such that doing the same thing as GL_CLAMP_TO_EDGE was acceptable. With OpenGL 1.2, the wording for GL_CLAMP...
  21. Replies
    97
    Views
    16,314

    Re: 'W buffering" with opengl, how to?

    No it doesn't.

    Behold:
    The pixel format descriptor is const.

    What you actually need to do is check the return value, and if it's valid, call DescribePixelFormat() with that pixel format.
    ...
  22. Thread: alpha clipping

    by al_bob
    Replies
    9
    Views
    243

    Re: alpha clipping

    That would have to be a very specific case: You know the alpha values are all failing after the vertex program, and your fragment program does not modify alpha. This is not exactly a common case.
  23. Replies
    13
    Views
    822

    Re: Error notifications

    Obviously, not all possible applications can be written this way. Consider a function closer to OpenGL 1.0: glReadPixels().

    What idr says is that some applications can be designed this way.
  24. Replies
    8
    Views
    303

    Re: OpenGL 2.0 too cutting edge?

    Cg will compile down to ARB_fragment_program and ARB_vertex_program, which (AFAIK) are supported by the ATI Radeon 9500 and later GPUs.

    Cg won't generate the most optimal code for ATI hardware...
  25. Replies
    72
    Views
    17,528

    Re: framebuffer_object?

    What's wrong with the linear/swizzled terminology again? Some of us actually use the term 'linear' to mean 'unswizzled'.
Results 1 to 25 of 177
Page 1 of 8 1 2 3 4