Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: martin_marinov

Page 1 of 5 1 2 3 4

Search: Search took 0.08 seconds.

  1. Re: Vertex Array slowdown (vs. Immediate Mode)

    You are using GLSLang for you vertex shaders, right? We (me and my co-workers) recently submitted a paper for PG'05 about rendering of multiresolution deformations computed on the GPU, and using the...
  2. Replies
    7
    Views
    204

    Re: Viewports vs. Scissoring

    Hello,

    I use only viewports for displaying multiple scene views at once. About the perspective question I use gluPerspective this way:


    void Viewport::SetViewportRect(const CWinRect&...
  3. Replies
    4
    Views
    266

    Re: NURBS surface patch Tesselations

    Hello,

    you might also try some of these packages:

    http://www.opencascade.com/
    http://www.cs.technion.ac.il/~irit/

    Regards
    Martin
  4. Replies
    16
    Views
    5,889

    Re: Interpolation algorithm

    Hello,

    For refining a mesh structure (or in particular a regulary sampled height values), you can use an interpolation subdivision scheme, such as the Butterfly subdivion scheme.
    ...
  5. Replies
    5
    Views
    385

    Re: Mesh Problem

    Hello,

    If you have a general polygon mesh and you want to fix self-intersecting polygons, then you might simply go through every polygon and perform splitting of the faces into smaller parts which...
  6. Re: triangulation polygon using tesselation functions?

    Hi,

    I don't know exactly if it is possible to avoid near-degenerate triangles produced by the GLU tesselator, but probably the answer is no, since I think there is no way to specify some triangle...
  7. Replies
    23
    Views
    2,190

    Re: OpenGL Internals.

    Hi,

    I'm not sure 100%, but I think there was a way to turn VC to support long double correctly. Also icc, gcc and bcc support it. In my experience internal 80bit precision seems to make some...
  8. Replies
    6
    Views
    888

    Re: Principal curvature?

    Hi,
    actually there is a solution of the problem by Gabriel Taubin from IBM research:
    http://www.research.ibm.com/people/t/taubin/publications/taubin-iccv95b.pdf

    The above algorithm not only...
  9. Replies
    9
    Views
    359

    Re: Bezier surfaces and NV_evaluators

    Hi
    You can look at this peper about tesselation of subdivision surfaces using vertex programs. http://multires.caltech.edu/pubs/GPUSubD.pdf
    the nurbs tesselation will be much simpler certainly....
  10. Replies
    10
    Views
    445

    Re: nVidia 43.49 drivers

    Nvidia is really doing great on supporting linux so far and with the latest drivers they are getting even better. Pity for the other card-makers, but I think they have to learn something from nvidia...
  11. Re: Slighty OT - nVidia drivers for GO cards

    Hi,
    As an owner of Toshiba Satellite with GeForce4 Go 440, I have to warn you that I had with these patched drivers some problems - namely after I installed them video overlays stopped to work,...
  12. Replies
    55
    Views
    6,890

    Re: AGP pixel upload/download

    Man, you saved me... http://www.opengl.org/discussion_boards/ubb/smile.gif
    I just though I will never have newer driver under windowze... That was not a big problem, since I'm using mainly linux,...
  13. Replies
    55
    Views
    6,890

    Re: AGP pixel upload/download

    Hi,
    Are you sure for this? I remember once I tested this with VAR and VAR performance was equal to the DLs - I though both are in the video memory. It is not surpising however if both are are...
  14. Replies
    55
    Views
    6,890

    Re: AGP pixel upload/download

    Hi,

    I've ported the above program to linux. If someone is interested I can upload it somewhere or send it by e-mail.
    The results are odd however:
    Mandrake 9, NVDrivers 41.91
    Toshiba Satellite...
  15. Replies
    80
    Views
    11,863

    Re: How long have you been programming?

    Hi,

    18 years total.
    4 years OpenGL.
    Started with Basic and ASM on Pravec 82 - if you never heard about this PC, it is the first PC made in all socialist states - an Apple 2e clonning.
    ...
  16. Replies
    46
    Views
    3,910

    Re: Crappy Programming Examples

    Hi,

    I think I agree with Korval. If one has analytical way to derive _exact_ tangents, these are the best which you can use for any application. Approximating tangents from an arbitrary mesh...
  17. Re: Linux, Matrox and OpenGL Programming Guide

    Hi,
    at any cost do not spend $180 for G550 http://www.opengl.org/discussion_boards/ubb/smile.gif)
    I know some people in Brazil, and I know that there most of the hi-tech components cost twice the...
  18. Re: Linux, Matrox and OpenGL Programming Guide

    Yes, the card is setup, it uses DRI, and is working fine in 2D and it has very good performance for 2D and execellent visusal quality. It is working with OpenGL fine most of the time too, but!:
    1....
  19. Re: Linux, Matrox and OpenGL Programming Guide

    Hi,

    about the choice of a graphic card - right now I use Matrox G550 with PIV 2GHz on RedHat 7.1 and I'm very disappointed with its OpenGL drivers: It crashes too often with different OpenGL...
  20. Re: Wat tools do you use to test the 3d performance in linux?

    Hi
    people usually use Specviewperf for OpenGL performance tests under linux:
    http://www.specbench.org/gpc/opc.static/opcview.htm

    Other usefull benchmarks are the games Quake3 and recently...
  21. Replies
    3
    Views
    433

    Re: distance from point to spline

    Hi,

    Sorry, you actually asked for a solution in the general spline case. So for it you can use the fact that the spline is a polynomial between every two succesive control points/knots. Then you...
  22. Replies
    3
    Views
    433

    Re: distance from point to spline

    Hi,

    Please see my reply in this thread: http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/002519.html
    it gives the basic way to find an exact solution of the problem. It is usually...
  23. Replies
    2
    Views
    173

    Re: OT: Some line math help?

    Hi

    Perhaps this site can help: http://geometryalgorithms.com/Archive/algorithm_0104/algorithm_0104B.htm

    Regards
    Martin
  24. Replies
    6
    Views
    179

    Re: Weird Vertex Arrays Prob

    Hi

    Use VAR to be (almost) sure that you upload geometry to AGP/VRAM memory. CVA implementation may act even more unpredictably (i.e. performance like VA).

    Regards
    Martin
  25. Replies
    12
    Views
    1,251

    Re: OpenGL benchmark 2 opinions..

    hahaha http://www.opengl.org/discussion_boards/ubb/smile.gif
    you are completely right - I skipped the introduction and after I saw the schreenshot
    I decided to download it.... -...
Results 1 to 25 of 124
Page 1 of 5 1 2 3 4