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Type: Posts; User: yossi

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  1. Replies
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    Re: FSAA rendering problem

    Thanks Dark photon for your reply and HNY to you,

    I get more or less what you have sent as images. When disabled and GL_FSA_MODE is 4, still there is smoothing of the edges. I thought I would get...
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    FSAA rendering problem

    Hello guys,

    I wrote a small tutorial for myself that renders a triangle with FSAA. I have the NVIDIA FX 5700. I use GLFW (do all the windows stuff) to define a rendering buffer with say 16 samples...
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    Multisampling problem with glut/freeglut

    Hello guys,
    I recently downloaded the 'Supperbible' edition 4 examples and executed the multisampling demo.
    It worked fine and I could notice antialasing working (captured the display into mspaint...
  4. Thread: FBO question

    by yossi
    Replies
    3
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    140

    Re: FBO question

    Thanks Ido,
    You're right.
    Calling glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,0);
    solved the problem.

    Yossi
  5. Thread: FBO question

    by yossi
    Replies
    3
    Views
    140

    FBO question

    Hello guys,

    I wrote a small tutorial with a minimal set of OGL FBO APIs that will demonstrate how FBO works.
    here it is:

    void init( void )
    {
    // Create a frame-buffer object...
  6. Thread: GLU tesselator

    by yossi
    Replies
    2
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    193

    Re: GLU tesselator

    Thanks a lot caveman for your answer.
  7. Thread: GLU tesselator

    by yossi
    Replies
    2
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    193

    GLU tesselator

    Hello guys,

    My question is this:
    Given an input of N vertices of a polygon to the GLU tesselation algorithm, what is the maximum number of vertices / triangles expected as output? :confused:
  8. Replies
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    GLU tesselator question

    Hello guys,

    My question maybe relates more to math and less to 'pure' OpenGL:

    Given an input of N vertices of a polygon to the GLU tesselation algorithm, what is the maximum number of vertices...
  9. Re: Rendering 3D terrain with more than one texture

    Thanks again guys.
    wgl000, I guess that accessing (binding) a different texture in a shader for each fragment has quite a big overhead.
    I don't get close to the OGL limitation. need only as much as...
  10. Re: Rendering 3D terrain with more than one texture

    Thanks guys for your answers.
    Robert, can you be more specific. Didn't quite understand the method. No need for a third texture?
  11. Rendering 3D terrain with more than one texture

    I want to render a 3D terrain with more than one textures, say 2. One texture will be used for all the terrain except for a rectangular area in the middle of the terrain that will use the second...
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    Re: what's the deal with compressed textures?

    I made some experiments on rendering compressed textures on my NVidia fx5700. It was about 20 precents faster than rendering a non comressed RGB texture. So probably the time taking to render a...
  13. Thread: PBO performance

    by yossi
    Replies
    17
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    1,659

    Re: PBO performance

    Thanks knackered and yooyo for your answers.
    knackered - I read the spec few times and as you know, reading the spec is not like reading a tutorial. It is not always that clear. I would not post a...
  14. Thread: PBO performance

    by yossi
    Replies
    17
    Views
    1,659

    Re: PBO performance

    Thanks Cass for the answer,

    I don't want to nag, but the copy the driver performs from system to its memory is done in glTexSubImage2D call (if I understand correctly). So what is the meaning of...
  15. Thread: PBO performance

    by yossi
    Replies
    17
    Views
    1,659

    Re: PBO performance

    Thanks for the reply Cross,
    But what is this extra copy that isn't done when using PBO?
    In my app I see only two steps:
    1) Modifying the image (either on the system memory or on the pixel buffer)...
  16. Thread: PBO performance

    by yossi
    Replies
    17
    Views
    1,659

    PBO performance

    Hello all,
    I am running a small PBO demo I wrote and see a big inprovement in the texture tranfer rate (relative to not using PBO).
    In both cases I modify the image and than call glTexSubImage2D. ...
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    166

    Re: array elements buffer

    Thanks V-man,
    I managed to make it working,
  18. Replies
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    166

    array elements buffer

    Hi guys,
    I am trying to create and use array elements buffer with no success.
    I have no problem to find examples of how to work with VBOs but don't know how to incorporate buffers of indices.

    My...
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    Re: R3_G3_B2 textures

    Hi Relic,

    Thanks for the answer,
    I have found an error in my app.
    It is working OK now.
    Many thanks,

    Yossi
  20. Replies
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    R3_G3_B2 textures

    Hello guys,

    I am trying to render a GL_R3_G3_B2 textures but I get only black display.

    I define the texture like this:
    glTexImage2D(GL_TEXTURE_2D, 0, GL_R3_G3_B2, 1024, 1024, 0, GL_RGB, ...
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    201

    GL_DST_ALPHA blending

    I am breaking my head finding why this simple code doesn't work:

    glDisable(GL_TEXTURE_2D);
    glDisable(GL_ALPHA_TEST);

    glClear(GL_COLOR_BUFFER_BIT);

    // Write alpha 0.5 in the...
  22. Replies
    6
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    812

    Triangle strip and face culling

    Hello,
    Just wanted to know,
    When drawing a triangles strip, every vertex added to the strip (which defines a new triangle with the previous two vertices) change the triangle orientation.
    But when...
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    Re: Texture units question

    Thanks folks for your help,
    I think I found a way to do what I want.
    With some simple math you can find weights that when using the combiner in GL_INTERPOLATE_EXT mode, are equivalent to the sum of...
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    Re: Texture units question

    Thanks a lot 'CrazyButcher',
    The utility shows visually the pileline in the GL_tex_env_combine extension.
    Still, I don't see a simple way (if any) to scale the texture RGB and to add it to the...
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    Texture units question

    Hello all,
    I am trying to find a way to do a sum of textures (each texture allocated to a texture unit) such as:

    Cout = W1*CT1 + W2*CT2 + W3*CT3
    Where w1 + w2 + w3 = 1.0 (Wi for texture unit i)...
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