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Type: Posts; User: Sylvain

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  1. Thread: gl.h path

    by Sylvain
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    2
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    451

    gl.h path

    Hello just porting an app on OSX.. but where are located the gl headers?
    i've found some into the X11R6 subdirs but i don't think that they are the good ones..
    any help from one cool guy who knows...
  2. Thread: C vs C++ ?!

    by Sylvain
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    7,870

    Re: C vs C++ ?!

    http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/006199.html
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    Re: white opengl.org web site background.. ;)

    LOL http://www.opengl.org/discussion_boards/ubb/smile.gif
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    white opengl.org web site background.. ;)

    it should be a little message to the webmaster but...
    i really don't like sites with bright & white backgrounds.. it's annoying..
  5. Thread: BSP vs Portals

    by Sylvain
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    22
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    3,073

    Re: BSP vs Portals

    eh? nothing to do with 'space organisation' but Kaber has launch an interesting question.. What kind of IDE are u using under Linux guys??
  6. Thread: BSP vs Portals

    by Sylvain
    Replies
    22
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    3,073

    Re: BSP vs Portals

    as u wish. http://www.opengl.org/discussion_boards/ubb/wink.gif
  7. Thread: BSP vs Portals

    by Sylvain
    Replies
    22
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    3,073

    Re: BSP vs Portals

    tip:
    if your neighbours are painting their doors with a green paint, why not choose the color which looks the best for ya??

    perhaps BSP & PORTALS are not the 'real' solution ...
  8. Replies
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    442

    Re: Probs initilialising KyroII

    Ok guys!! thx for the help!!
    well, i thought that all the context fields were only indications..
    Anyway removing all the values for the accumaltion buffers was the key for initialising the KyroII...
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    Probs initilialising KyroII

    hi,

    I've got some probs whith my brand new KyroII board! http://www.opengl.org/discussion_boards/ubb/wink.gif I am using the opengl32.dll wrapping method using this kind of context:...
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    Re: Clipping (not clipping) in opengl

    http://216.32.174.27/projects/ogl-sample/registry/EXT/clip_volume_hint.txt

    works better..

    http://www.opengl.org/discussion_boards/ubb/wink.gif

    you have to know that this extension is not...
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    Re: anybody know any radeon optimisations?

    quoting directly from an ATI reply on the same subject!! http://www.opengl.org/discussion_boards/ubb/smile.gif

    'For the Vertex Array Range equivalent, we have an upcoming equivalent (but better ...
  12. Replies
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    1,332

    Re: Hardware T & L - problem (VertexArrrayRange)

    Moreover, with VAR you can also decide of the best vertex structure for the card and perhaps you also get the most interesting features : vertice can be stored onboard which means that there are no...
  13. Replies
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    1,332

    Re: Hardware T & L - problem (VertexArrrayRange)

    i can remember such strange behaviors when i started to use VAR but perhaps your init sequence (when allocating vertex array range)is wrong!! For sure you can get a damn boost when using static...
  14. GL_CLIP_VOLUME_CLIPPING_HINT_EXT bahavior on NVidia chips...

    does anyone knows if glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,GL_DONT_CARE);
    should boost rendering? with GeForce family or some other boards?

    thx
  15. Replies
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    Re: No VAR on GeForce2 MX PCI?? :(

    Ok guys!! thx for the help it works now http://www.opengl.org/discussion_boards/ubb/smile.gif
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    484

    No VAR on GeForce2 MX PCI?? :(

    Hi,

    i just bought a GeForce2MX (PCI Bus version)
    for testing purposes and i was surprising to see that VertexArrayRange were not available on this board (out of memory for the VAR?)

    Well, i...
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    Re: Radeon / GeForce performance question

    arf.
  18. Replies
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    Re: Radeon / GeForce performance question

    Sorry guys who have bought this Radeon board but in real situation around 20000 - 30000 pts (fov) lighting enabled this card suck with generic drivers from 20 of march..
    Anyway you can always...
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    Re: Radeon / GeForce performance question

    Well Humus i don't know what you're using to test the Radeon performances Vs GeForce2 but for sure i've really bad stats on my Celeron 333Mhz with the app i workin on.. I've tested both primitives...
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    Re: Radeon / GeForce performance question

    eheh!! just jocking!! but perhaps ATI will eventually solve their problems (it's not a brand new card now..) but for sure they are certainly crediting their bank account with our money!! ...
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    Re: Radeon / GeForce performance question

    Well, i've bought a radeon SDR 32 coz i've already taken advantage of VAR extensions on Nvidia boards and i was interested to test another 'claimed' T&L board.. ...
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    Re: PS2 as an OpenGL development Platform...

    I've heard a rumor about a Sony implementation of OpenGL1.2 shipping but without the multi-texturing purposes and so on..

    Don't know more about it.
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    Re: Detecting driver version

    don't know if it'll help but you should know that already http://www.opengl.org/discussion_boards/ubb/smile.gif
    glGetString(GL_VENDOR);
    glGetString(GL_RENDERER);
  24. Replies
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    Re: Speedig up OpenGL with Assembler...

    I think that the best optimisation today should be the use of T&L, no more CPU heavy transformations,heavy shading (attenuations etc..) , heavy vertice alimentation through the Bus and finally no...
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    Re: benifits of glDrawRangeElementsEXT

    Ya know for my own timings openGL calls COMMAND_LISTS , CVA, DISPLAY_LISTS are quite similar (perhaps bcoz i intensively use strips) with (FLOAT) vertex coords and so on.. The BiG difference comes...
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