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  1. Thread: Carmack's .plan

    by paddy
    Replies
    41
    Views
    4,677

    Re: Carmack's .plan

    Who the hell is this John Carmack ???

    ...

    Sorry, couldn't resist, those who have read a certain post on slashdot will understand the joke http://www.opengl.org/discussion_boards/ubb/wink.gif
  2. Thread: 3D Textures

    by paddy
    Replies
    29
    Views
    1,827

    Re: 3D Textures

    Quote : "As for N-Patches, NVIDIA's position is that these are a feature which really
    doesn't fit well into the current technological thrust (as well as having a
    few quite specific technical...
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    495

    Re: more than 8 lights

    I may be wrong, but it must be possible to render as much lights as needed using multipass and additive blending ...
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    714

    Re: WIN32 and Window-Resize

    I use this code :
    In the windows proc :

    case WM_SIZE:
    wi->Reshape(LOWORD(lParam), HIWORD(lParam));
    return 0;

    The reshape function of my gl window class :

    BOOL GL_Window::Reshape(UINT32...
  5. Re: Environment mapped ~180 FOV Projection Techniques

    ... or building the cube using Trueform http://www.opengl.org/discussion_boards/ubb/wink.gif
  6. Replies
    2
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    128

    Re: shutting down multitex & combine_ext

    At the end of this code, the active texture unit is unit #1. This may be the problem ...
  7. Re: Non OpenGL - Where can I get skybox bmps for a space game

    Using terragen for skyboxes is a great idea !
    But how to you generate a cube map with TG ? Maybe an option i missed ?
    Thanks for giving more details !
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    563

    Re: anybody know any radeon optimisations?

    You should try a compiled DL, using triangle strips. This should be blazing fast.
  9. Replies
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    563

    Re: anybody know any radeon optimisations?

    What method are you using actually ?
    Vertex arrays ? Display lists ???
    Tell us more http://www.opengl.org/discussion_boards/ubb/smile.gif
  10. Replies
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    565

    Re: Do you want to test my game?

    Hey, that's promising !
    Already love it http://www.opengl.org/discussion_boards/ubb/smile.gif

    TBird 1ghz
    RadeON DDR 64
    260 fps without asteroids.

    [This message has been edited by paddy...
  11. Replies
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    430

    Re: Algorithm for UV Coords generation for grid

    Not to blame anyone but ... I think there is an easier way to store an array for a landscape http://www.opengl.org/discussion_boards/ubb/wink.gif
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    1,911

    Re: Rendering to texture

    I'm bored to see only one color of the chipmaker palette http://www.opengl.org/discussion_boards/ubb/smile.gif
    Can any ATI guy out there give us his solution ? Jason ?
  13. Replies
    21
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    1,911

    Re: Rendering to texture

    Yeah, brother, pbuffers is was you need.
    they have been made wgl extensions in the latest ati drivers, i believe also in the nvidia ones, so you must check for them using the...
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    430

    Re: Algorithm for UV Coords generation for grid

    Ahem ... if I understood well, this is fair easy ...

    Without any kind of optimisation :

    for ( long y = 0; y < height; y++ )
    {
    for ( long x = 0; x < width; x++ )
    {
    texcoords[y*width+x].s =...
  15. Re: GL_ARB_texture_env_crossbar & GL_ARB_texture_env_dot3

    Let's evaluate texture_env_route...
    Is it bad too ?
    Is another way to do things.
    Best is to be able to get e.g. the result of the fog rendering as an input.
  16. Re: GL_ARB_texture_env_crossbar & GL_ARB_texture_env_dot3

    On RadeONs you can use :
    ATIX_texture_env_route
    http://www.ati.com/na/pages/resource_cen...e_env_route.txt

    So it should be :
    combiners on NV
    route on ATI

    Different names, same games ......
  17. Re: GL_ARB_texture_env_crossbar & GL_ARB_texture_env_dot3

    This may be a stupid suggestion but ...
    why not download the latest GF/GF2/GF3 drivers and search for the strings in the driver files ? This could help ya.
    Just an idea ...
  18. Replies
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    New RadeON ocean demo ...

    There a new version of the RadeON ocean demo : http://paddy.io-labs.com/RadeOcean.EXE

    Feedback/Ideas/Suggestions are welcome !

    ENJOY
  19. Replies
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    Re: 3D sprites, textures sizes...

    You can only use power of two sized textures, but you can store several sprites in one texture using subtextures and use them separately with appropriate texture coordinates ...
    Hope this helps ...
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    Extensions IP status question ...

    "IP Status
    NVIDIA Proprietary."

    What does this mean exactly ? Patent protection ? "Open"GL no longer Open ?
    Or is it just that this extension is linked to too specific hardware and therefore...
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    1,011

    Re: GL_ATIX_ENVMAP_BUMPMAP

    New version available http://www.opengl.org/discussion_boards/ubb/smile.gif
    Featuring the Moon, and now nice mipmapped EMBM. Waves are better too (perlin noise) and they come and go ...
    Also, it's...
  22. Replies
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    253

    Re: Motion Blur Help!

    The glClock uses multiple blending passes to simulate motion blur and this works quite fast on any accelerator i have tried.

    Let's dream about consumer cards with a hardware accumulation buffer ...
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    4,377

    Re: Win2K SP2 still ships OpenGL 1.1

    Does anyone want to make 3d textures in software ????

    Just kidding http://www.opengl.org/discussion_boards/ubb/smile.gif
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    Re: GL_ATIX_ENVMAP_BUMPMAP

    To Matt :
    I would be pleased to support the GF3 with all it's advanced features in our engine, but there is now way to find one here in France ...
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    1,011

    Re: GL_ATIX_ENVMAP_BUMPMAP

    http://paddy.io-labs.com/sea.jpg

    The static image don't give justice to the moving thing anyway.
    Final will also include a sky with sun/moon/stars.

    I will also use an alternate bump...
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