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...
Type: Posts; User: yossi
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...
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...
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...
Thanks Ido,
You're right.
Calling glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,0);
solved the problem.
Yossi
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...
Thanks a lot caveman for your answer.
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:
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...
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...
Thanks guys for your answers.
Robert, can you be more specific. Didn't quite understand the method. No need for a third 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...
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...
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...
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...
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)...
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. ...
Thanks V-man,
I managed to make it working,
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...
Hi Relic,
Thanks for the answer,
I have found an error in my app.
It is working OK now.
Many thanks,
Yossi
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, ...
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...
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...
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...
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...
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)...