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Type: Posts; User: davepermen

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  1. Replies
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    Re: What is happening?

    somehow its depressing to see someone abusing the fact that no one can spell my nick correctly.. grmbl.

    well, i continue to support opengl, but i'm no one big, so..

    but i don't see dx as 'the...
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    Re: ARB meeting notes from Jun/Sept/Dec

    i normally don't talk with spammers, but yes, i've read the whole discussion and followed it closely.

    instancing is just an api difference, but not a performance difference.. you could cry about...
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    Re: ARB meeting notes from Jun/Sept/Dec

    everyone learns premature optimisation is the root of all evil.

    korval: in opengl instancing has been proven to be unneeded because it is not a main bottleneck. reasoning are the much lighter...
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    Re: Happy Christmas

    :)
  5. Re: Curved Relief Mapping with correct silhouettes

    looks nice. too bad it won't run on my 9600pro..
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    Re: framebuffer_object?

    i stalled opengl dev some while ago because my work would have used render to (fp) textures and i never wanted to touch pbuffers as well..
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    Re: Light Space Perspective Shadow Maps

    looks quite nice afaik. still downloading the stuff to watch more than the pics, though :D
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    Re: Float extensions are out...

    lately?! hm.. i see this going on since the existance of the software business. there will be no change in the future. i guess. there are much bigger things that politics care about. currently, the...
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    Re: ARB_super_buffer extension

    hm.. the driver devs handled it quite fine on the dx side. how can they have such issues on the opengl side?..
  10. Re: new Relief Mapping shader (better Parallax Mapping?!?)

    yeah, use two colour channels for the min and max height, and recalculate that for all lods (store in the mipmaps for example). that way, you can quickly see if you can hit at all over big regions.....
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    Re: Any word on ANY render to texture spec?!

    joined...
  12. Re: limited range camera... optimisation idea

    it was not a bad idea, but it's possible to simplify it.. and the result is just the one that got mentoyed. but thte idea is the same
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    Re: Shadow- and cubemaps

    hm. currently the page of humus is inaccesible for me, but theoretically, there would be some demos on how to pack one float into the 4 channels of an ordinary rgba texture, and unpack again, to do...
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    Re: 32bits greyscale textures...

    a dot product 4 with a constant vector should be enough..

    float4 decoder = float4(1,1/256,1/65536,1/16777216);

    float4 encoded = tex2D(...);
    float value = dot(encoded,decoder);

    should be 1...
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    Re: Transparent Window Demo

    this thing really rocks!

    really!
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    Re: OpenGL support in WinXP64 and/or Longhorn

    no, it just means you have to specify your code as such. (softwire yet takes care for this, for example).

    you have to specifically request it by the os. this makes all non-modificable code 100%...
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    Re: March'04 meeting notes

    i like that pdf that is linked in there. GREAT DESIGN! :D

    i espencially like the page where there is a HUGE

    API

    and nothing else really :D but it fills the screen :D

    fun :D great...
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    Re: Cheating vol 2???

    oh, please, madman, not in here as well. go to a hw and gamers page to 'discuss' such topics..

    its a known issue, and its all said yet. houndreds of posts on beyond3d only. doesn't that count as...
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    Re: New Seamless Texturing Technique

    you _could_ have around each cube-face a border with indexees to the adjanced texel, or something similar. a space-speed trade-off (definitely worth paying in case of non-branching hw, i guess..)..
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    Re: hair rendering

    if the hair is built out of several "shells" (layers), you can render quickly back to front by enabling frontfaceculling, render from outer to inner shells, and then backfaceculling, and from inner...
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    Re: New Seamless Texturing Technique

    i'm espencially interested in implementing simple clean proper solutions for on-surface-renderings with this. back-transfer the pixel you work on into 3d, move around, and retransfer to your adjanced...
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    Re: New Seamless Texturing Technique

    don't the demos show bumpmapping? they look at least "good enough". imho, there isn't an issue with tangent space bumpmapping. it's just a different way to fetch texels, something similar to paletted...
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    Re: New Seamless Texturing Technique

    @ Korval and all performance freaks.

    you support the idea, but want it in hardware? because it .. slows down your engine. understandable, but heck we are at RESEARCH STATE. you can't get all right...
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    Re: New Seamless Texturing Technique

    definitely. instead creating a lowres "voxel"-version of your mesh, and using that as a base to do polycubemapping on it could be very easily doable in an editor.

    damn artist, still sleeping :D
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    Re: New Seamless Texturing Technique

    korval: this is RESEARCH. we know you don't give fuzz about that, but this is research, and never ment to be fast by the start. once we have the demo, people can start to optimize and compare...
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