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Type: Posts; User: GPSnoopy

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  1. Re: Visual Studio 2005 or Visual Studio 6.0 for OpenGL programming?

    As it was already pointed out by sqrt[-1], it's a common misconception that Visual Studio .NET versions forces you to program in .NET.

    Sincerely, I cannot understand how someone can still use...
  2. Re: Kick start OpenGL before setting pixel format

    I've never encountered such a problem when using C# and OpenGL.

    PS: I was using GTKGL# + Tao (http://www.mono-project.com/Tao)
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    Re: Texture compression tutorial needed

    One thing with this loader is that it does not address the inversion of coordinates. Basically, the compressed image has to be vertically inverted to be displayed correctly. There are other loaders...
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    Re: fast text rendering -- how??

    Here I also use FreeType 2 to generate a texture containing all ASCII chars at startup.

    A few technical details:

    The texture is divided into 'cells', every cell has the same size, and each cell...
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    Re: Congrats to Gremedy

    What could be useful is an extension that allows an application to register a callback for when an OpenGL command raises an error.

    This would allow the application to know something went wrong,...
  6. Re: tri strips/fans hardware side: reset, degenerates, and anything else

    The remapping of the indices is for reorganizing the vertex arrays (and not the indices themselves). The goal is to improve the memory accesses by improving the cache coherency (but do not mistake...
  7. Re: tri strips/fans hardware side: reset, degenerates, and anything else

    The remapping of the indices is to render the access of vertex data more sequential; thus improving memory access.

    One of the reasons why I wrote Tri Stripper was because NvTriStrip is so...
  8. Re: Multiple hardware accelerated monitors on SLI

    I have a similar problem with a 3D Helmet.

    The helmet takes the two DVI outputs of the Quadro, so there is no way to plug a screen to see what's going on in the 3D scene.

    I was wondering if,...
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    Re: triangle strip cache size

    I think it can re-use data between successive calls to DrawElements() but only if you do not change the vertex pointers.
    Afterall, DrawElements() only give new indices to be drawn, but these are...
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    Re: triangle strip cache size

    This cache is not to allow rendering the same mesh multiple times at a higher speed. The cache is not big enough for that; a typical post-T&L vertex cache is about 16 entries (depends on the GPU).
    ...
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    Re: Happy Christmas

    :)
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    Re: Can you try my new engine?

    Couldn't try it on Linux. :(

    What would be great is to have the source too.
    Otherwise I fail a bit to see the purpose of posting your engine on your website.
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    Re: Extension loading mechanism

    The problem with replacing wglMakeCurrent and wglCreateContext (and others, such as wglDeleteContext) is to be sure not clashing at the link level with the Windows native version. The thing is that...
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    Re: Extension loading mechanism

    AFAIK, it's a bit harder than that since opengl32.dll always gives you valid function pointer (ie. you don't have to reinitialize all the addresses linked with the dll when you change of rendering...
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    Tri Stripper & Co, updates.

    I wanted to tell you that, due to a some change to the website layout and also to an ongoing domain name change from my ISP, most Tri Stripper links found on the net will be broken :( .

    The new...
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    Re: ARB meeting notes posted

    It's true that all the extension mess + the lack of standard libraries is really awkward.

    I mean, for my latest projet I had to use my own extension loader lib, my own image lib, my own math lib,...
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    Re: ATI GL Shading Languaje in Catalyst 3.10

    Is it me or the Catalyst 3.10 are the first ATI drivers to fully support OpenGL 1.4 and to return the version string accordingly?

    Just thinking so 'cause a couple weeks ago I tested one of my apps...
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    Re: Higher C++ interface for OpenGL

    I don't think most low level C++ wrappers make sense with OpenGL 1.x.
    And if it's a higher level wrapper, then it's not an OpenGL wrapper anymore. ...
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    Re: How better striptify a model ?

    I don't think there is an easy answer to that one.
    It all depends.

    Generally one big strip is useful when the API overhead associated with sending multiple small primitive groups is too high. But...
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    Re: Post What Video Card You Use Here:

    GeForce 2 Ultra 64 MB
    GeForce FX 5900 Ultra 256 MB
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    Re: ARB_fp perfs again

    Which drivers version did you use?

    I wonder whether the 52.xx wouldn't be faster than the official 45.23 in this case.

    As Ostsol said, there are a lot of variables that can influence the...
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    Re: Local system rotation

    Hmm, thanks, but it's not really what I meant.
    In my post above I was already assuming that the model was centered.

    The problem is that if I do :

    glRotate(Pitch, 1, 0, 0);
    glRotate(Yawn, 0,...
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    Local system rotation

    AFAIK either using Euler angles rotations or quaternions you still end up doing rotations using the regular world coordinate system.

    But, for example, when a plane makes a roll or a pitch it's...
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    Re: OT: possible bug in Linux drivers

    False alarm, guys.
    Seems like an absent-minded programmer forgot to put a GLUT_DEPTH flag in my program (I really wonder who he is). http://www.opengl.org/discussion_boards/ubb/biggrin.gif
    ...
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    Re: OT: possible bug in Linux drivers

    Nope, no VBOs. Only regular VAs, but within a display list.
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