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Type: Posts; User: timfoleysama

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    Re: MD3 Rendering Problems

    I don't know if this is an 'advanced' problem, but just a quick comment:

    In your top code block, when you do your glRotatef call you are passing in the *origin* of your model as the axis to rotate...
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    Re: Error: GLUquadric

    Umm... just from the look of that error message it seems like you are using Managed C++. It is possible that VC++ is trying to link to glu as a .NET managed lib, rather than as raw C/C++ code.
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    Re: Particle Engine Question

    No, I wasn't really referring to billboarding. Billboarding is what makes the individual particles be camera-aligned, but I would not reccommend trying to do the same to the particle system.
    ...
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    Re: Particle Engine Question

    Rather than try to camera-align a 2D particle effect, it would probably be better to just make a 3D effect. Whatever code you are using to generate and evolve the fire particles along the X and Y...
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    Re: generating display list

    Just checking, but are you trying to render to the same context in another thread? If I remember things correctly, a wgl context may only be current to a single thread at a time...

    If you...
  6. Re: SGIX_shadow extension with clipping planes -Terribly slow!!

    I'm not sure if this is the case (somebody from nVidia would have to confirm or deny it) but if you are currently using two texture units then adding a clip plane might have the same effect on...
  7. Interaction between OGL2 objects and auto. mipmap generation

    I don't have a specific suggestion for what I believe the behavior would be, but I was wondering how the SGIS_GENERATE_MIPMAP extension would interact with texture and image objects in GL2. I assume...
  8. Re: How to draw a line with width less than 1.0?

    I agree that using alpha instead of less-than-one line thicknesses produces results that are what we expect, but I can't escape a nagging suspicion that the "coverage" isn't alway going to be...
  9. Re: How to draw a line with width less than 1.0?

    The simple answer would be to decrease the alpha of your line to whatever fraction of a pixel you want it to be. So, instead of trying to draw a line with 1/2-pixel width, just draw a one pixel wide...
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    Re: Using GL_NV_vertex_array_range

    From the looks of the code you have there, your "triangles" array was allocated in system memory, and therefore when you call glVertexPointer you are giving it a chunk of memory not within the...
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    Re: large terrain texturing

    My understanding of Matt's (nVidia's) comments in the mentioned thread was that a texture with any mipmaps will always take up the same amount of memory as one with all mipmap levels specified and...
  12. Re: What is the optimal way to store/submit your vertex data?

    Thanks for that help. I was worried that changing vertex array pointers would be a "heavy" state change... but since its a client state there's no reason it would be.

    But VAR and fence will only...
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    Re: Thoughts about TRUFORM?

    I agree wholeheartedly that is will indeed rock. All we need is for there to be a big push to get an extension finalized and supported by every vendor possible.

    I really like the idea that even...
  14. What is the optimal way to store/submit your vertex data?

    Clearly immediate mode is not the right way to submit vertices, so it doesn't really need mentioning.

    A lot of DirectX 8 documentation (it's running on the same graphcis cards as GL, so it can...
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    Re: Volumetric Shadows..part 2

    oops... i didn't notice that the two quads only share an edge and are not identical, and that they are both part of the shadow volume. In this case I have no idea why you are getting "cracks" between...
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    Re: Volumetric Shadows..part 2

    This is just venturing a guess, but it might make sense... Although the two quads being described have identical vertices (and hence we expect them to project to the exact same pixels) they are...
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    Re: Cel shading...

    Although walking through the geometry to find all silhoette edges might yield the best results, it probably isn't going to be a good method for the next few years, where GPUs can process far more...
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    Dependent Texture Reads and Mipmaps

    Since I think both ATI and nVidia have various kinds of this in their newest cards (even if in some cases its just enough for EMBM)I was wondering it anybody knew how mipmapping interacts with...
  19. Re: Aux buffers on current consumer hardware?

    I think my mind has been changed about how important aux buffers are for what i'm describing.

    My thoughts were that if you had a pixel with diffuse light contributions d1...dn and specular light...
  20. Aux buffers on current consumer hardware?

    I asked this question in the pre-GF3 era and got a "no," but I'm wondering if the release of nVidia's version 10 drivers with the pbuffer extension means that we can also find a way to get auxilliary...
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    Re: Texture Update with multithreading

    Isn't there some WGL call, like wglShareLists or something that you would need to do for the two contexts to be able to share textures? Clearly you need two contexts because each context should only...
  22. NORMAL_MAP texgen and the texture matrix

    In an effort to do simple nonphotorealistic lighting I am trying to use the NORMAL_MAP_ARB texture coordinate generation mode and a texture matrix to do the dot product with light direction. the...
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    NORMAL_MAP texgen and texture matrix

    In an effort to do simple nonphotorealistic lighting I am trying to use the NORMAL_MAP_ARB texture coordinate generation mode and a texture matrix to do the dot product with light direction. the...
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    two GL contexts at once

    I may have asked this here before, and not gotten a response, I'm not sure.

    What would be the consequences of trying to maintain two GL contexts in different threads, one for the onscreen...
  25. Re: Official OpenGL mechanism for vertex/pixel "shaders"

    Further, on the subject of programmability in GPUs, I think that its obviously that someday the benefits of having a fully programmable general-purpose GPU will be clear, and the hardware...
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