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...
Type: Posts; User: martin_marinov
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...
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&...
Hello,
you might also try some of these packages:
http://www.opencascade.com/
http://www.cs.technion.ac.il/~irit/
Regards
Martin
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.
...
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...
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...
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...
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...
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....
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...
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,...
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,...
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...
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...
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.
...
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...
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...
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....
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...
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...
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...
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...
Hi
Perhaps this site can help: http://geometryalgorithms.com/Archive/algorithm_0104/algorithm_0104B.htm
Regards
Martin
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
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.... -...