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Type: Posts; User: AndersO

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    Re: Clearing the z buffer with my own z data

    Well, I was hoping for something that worked on "all cards" at acceptable framerates. Perhaps I'll give the GL_POINTS approach a go.

    Thanks for all your ideas!

    [This message has been edited by...
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    Clearing the z buffer with my own z data

    If I want to clear the z buffer with my own pregenerated z buffer array, how would I do that?

    Is the glDrawPixels the only way?. The reason I ask is ofcourse because its a bit too slow..
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    Re: Shaders and fogging

    Thanks!. Guess I should have searched first, doh.
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    Shaders and fogging

    Hi, I've been experimenting with shaders/register combiners/vertex program to do some reflective bumpmapping and noticed that gl fogging doesn't work with that. Maybe it makes sense I dont know but...
  5. Re: Does Opengl Auto-Scale Texture Bit Depth ?

    glTexImage2D has 2 parameters (among others), 'internalformat' and 'format'. 'internalformat' is what you _want_ it to be on the graphic card. 'format' is what format the source image is in.

    What...
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    Re: Stencil shadows and smooth shading

    Hmm... Nothing happens when I press 'g'.. Or maybe I'm blind.. But I think I get it by reading the comments in that code snippet.. Thanks!..

    I think they use the technic of insetting the shadow...
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    Re: Stencil shadows and smooth shading

    Ok.. I downloaded a infinite_shadow_volumes demo, its dated 2002-04-04. Got a red knight in a checkboard room, and the popping is there when triangles becomes backfacing from the light... I probably...
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    Stencil shadows and smooth shading

    I'm doing stencil shadows (selfshadowing) and smoothshading. The problem is when a triangle becomes a shadow caster it immediatly becomes darkened instead of being smoothly shaded.

    I understand...
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    Re: OT: Future of Real Time Graphics.

    I'm not into raytracing, but wouldn't you still make up objects from polygons with raytracing?. I mean you would still be pushing triangles to such hardware, it would still have to transform them and...
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    Re: Use Extension glDrawRangeElements

    Its similar to the normal glDrawElements..
    http://cvs1.nvidia.com/OpenGL/doc/whitepapers/VertexArrayRange.doc http://developer.nvidia.com/view.asp?IO=vardemo
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    Re: Doom 3, lighting/shadows, and BSPs

    So.. Everyone agrees on that its something more than stencil shadowing going on in doom3?

    Then what happened with the unified approach?
  12. Thread: DTED files???

    by AndersO
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    Re: DTED files???

    What do you mean?

    How to read the fileformat or where to download dted files?

    Or.. http://www.opengl.org/discussion_boards/ubb/smile.gif Use google!: ...
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    Re: Display List Problems...

    Well, the problem dont have to be with the displaylist itself.

    Have you tried drawing the exact same line without displaylist?. Chances are that it wont show up then either!.

    If so, then check...
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    Re: Doom 3, lighting/shadows, and BSPs

    So.. I wonder how he does the unified lighting.. And is the shadowing "happening" at the same time?... And thus, unified shadowing?, hardly I think. Same shadowing system on the map and the...
  15. Re: sub-textures (mosaics), borders, and filtering...

    You could ofcourse skip filtering all together.. GL_NEAREST or something..
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    Re: head follows mouse movement like quake?

    First I also thought you'd need to scale the mouse movement by the frametime, but it turned out it wasn't so!.. Or atleast it looked wrong to me when I did.

    If you think about it, if a frame takes...
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    Re: head follows mouse movement like quake?

    Just measure how long the mousepointer has moved since last frame and use that as rotation value (addative).
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    Re: Frustum Culling problem (With Octree)

    http://www.markmorley.com/ has a tutorial on frustum culling, it might help. I use it in my frustum-octree culling anyway.
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    Re: Problems with GL_LIGHTING

    Your object is in grayscale?

    Did you define materials for your objects triangles too?..
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    Re: Vertex arrays with texture coordinates

    How awkward. There must be a reason for this?!.. Why wasn't it done so that I could specify indicies for each "thing" for a vertice. One index list for the vertices, one for texture coordinates, one...
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    Re: Normals and planes

    Hi.

    Normals are simply just vectors, usually with the length of one. You calculate a normal for a polygon/triangle by doing a crossproduct between two of the edges/vectors making up the triangle....
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    Vertex arrays with texture coordinates

    Hello all.

    When using vertex arrays with texture coordinates, do I need to specify duplicate vertices if a vertex has 2 different texture coordinates?

    I.e, if I got two triangles that are...
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    Re: octrees with frustum culling question

    Uhm.. Maybe I got it all wrong.

    But if the player moves, why dont you need to update atleast the "d" component in the plane equation on the planes that makes up the frustum?. Since the those...
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    Re: octrees with frustum culling question

    You can just grab it from OpenGL directly. Check this: http://www.markmorley.com/
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    Re: octrees with frustum culling question

    Yes, why not?

    If you dont place it where the player is (update it) the frustum will ofcourse cull the wrong stuff.
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