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...
Type: Posts; User: AndersO
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...
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..
Thanks!. Guess I should have searched first, doh.
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...
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...
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...
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...
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...
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...
Its similar to the normal glDrawElements..
http://cvs1.nvidia.com/OpenGL/doc/whitepapers/VertexArrayRange.doc http://developer.nvidia.com/view.asp?IO=vardemo
So.. Everyone agrees on that its something more than stencil shadowing going on in doom3?
Then what happened with the unified approach?
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!: ...
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...
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...
You could ofcourse skip filtering all together.. GL_NEAREST or something..
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...
Just measure how long the mousepointer has moved since last frame and use that as rotation value (addative).
http://www.markmorley.com/ has a tutorial on frustum culling, it might help. I use it in my frustum-octree culling anyway.
Your object is in grayscale?
Did you define materials for your objects triangles too?..
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...
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....
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...
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...
You can just grab it from OpenGL directly. Check this: http://www.markmorley.com/
Yes, why not?
If you dont place it where the player is (update it) the frustum will ofcourse cull the wrong stuff.