Hi!
Normals in GL only affect lighting (thus colouring) of poligons. If you enable GL_SMOOTH shading model, unextended GL computes lit colour for each vertex as if the surface there had the normal...
Type: Posts; User: kistompika
Hi!
Normals in GL only affect lighting (thus colouring) of poligons. If you enable GL_SMOOTH shading model, unextended GL computes lit colour for each vertex as if the surface there had the normal...
Rendering a quad is not necessarily faster, but is never slower. Most of OpenGL implementations (&graphics hardware) simply tesselate quads to two triangles. This has the advantage that you pass only...
You think right. You should apply a lightmap texture on all static objects in your scene. These textures can be generated before rendering even a frame(it's done when you design the scene). You...
What's the problem exactly? Do you use 24bit BGR bitmap resources?
Many of my Direct3D applications(mainly games) freeze using dx7, generally when starting to render a scene. I tried to solve the problem by playing in 640x480, with minimum texture resolution, and...
There's a complete reference of register combiners in the newest nVidia OpenGL SDK Documentation(in the extensions specification), and it's downloadable from nvidia.com.
Kistompika
Buy or die! http://www.opengl.org/discussion_boards/ubb/smile.gif
Static memory allocation is limited in Windows. You generally use Win32 API functions to allocate a huge amount of memory(GlobalAlloc(), LocalAlloc(), Virtualalloc, etc.), though dynamic memory...
You don't know if there's something in the depth buffer, so you have to specify a z coordinate for the rotating point.(When the user clicks on the (x,y) screen coordinates, you have to transform it...
Wouldn't be a problem if GL could store the last 2*n specified vertices.
Let's say you have an n x m grid. You first specify the first row( n vertices), with nothing rendered. Then you specify the...
Bitmaps are uncompressed. That's why they're so big.
But you have to use uncompressed images as textures in OpenGL(compressed textures are only compressed when they are already specified), or to...
The problem with this method is that when you render a face in your scene, you render the background first, so you render every pixel at least twice. So I suggest drawing the sky as seen in Quake....
Where to download a tool for identifiing nVidia GPUs?
To be more exact I want to know if my video card is based on a Geforce2 MX or on a Geforce2 MX200 chip.
Thanks in advance.
Kistompika
Alright. I tried it with 6.31 and 6.50 drivers too (6.31 is a little bit faster).Doesn't matter, no effect.
I forced AGP 4x mode with NVMax. Just the same.
Another notice. 3dMark 2001 is faster...
Hello!
I've tried the asteroids like game from the advanced forum. It runs at 34 fps in 1024*768*32bpp(vsync off) on my
TBird 900MHz, 256MB RAM,GeForce2 MX 32MB, WinMe, Detonator 12.40b
...
Nice one!
Tbird 900MHz
256MB SDRAM(PC133)
GeForce2 MX 32MB SDRAM
1024*768*32bpp(vsync off): 34 fps!!!!!!
Why is it sooo slow? Anyone please help me!
Does anyone know an OpenGL related discussion forum http://www.opengl.org/discussion_boards/ubb/smile.gif?
Not so much to be worth overlocking on those old cards. Maybe 10% if you can overlock your video processor and video memory too.
If you want to cover the full screen with a textured quad, you should use one quad, with one texture. It's faster than using multiple objects, especially because you want to use a texture image with...
Sorry... I didn't understand your question for first http://www.opengl.org/discussion_boards/ubb/frown.gif
You can control the face to cull with glCullFace(). Default is GL_BACK. If You change it to GL_FRONT the other side of the face will be culled.
Hope that's you wanted...
Sorry http://www.opengl.org/discussion_boards/ubb/frown.gif I assumed you had a GF/GF2/GF3.
I've just read Gavin's comment.
I don't want to criticise him http://www.opengl.org/discussion_boards/ubb/smile.gif,
but his method is just not correct.
A dot product returns a scalar not a...
You can transform your face normals too to global coordinates.
Only the affine part of your transformation matrix should be applied to the normal(upper left 3*3 part of a 4*4 matrix).
If you do...
First you should use glext.h provided in the latest NVOGL SDK.
TEXTURE_CUBEMAP is not nVidia specific,
it's an ARB extension(formerly it was EXT). So you should use GL_TEXTURE_CUBE_MAP_ARB,
and...