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Type: Posts; User: Robbo

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    Re: Mouse movement control of view vector.

    Well, I got it working just fine, by using up/right/lookat vectors and rotating them using Quaternions. I was lazy and didn't want to have to go down that route!

    There is a demo here (hosted on a...
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    Mouse movement control of view vector.

    How do I setup matrices to apply a transform in 3D space given mouse x and y movement? What I'm looking to achieve is a "freelancer" style of movement (if anyone has played freelancer!).

    I have...
  3. Re: !!! nVidia and effects (hot topic) !!! --== Woow!!! ==--

    http://www.art.co.uk/

    About a year ago, these guys were working in the offices below mine. Never did get around to dropping my CV at main reception! They had a nice raytraced picture on the...
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    Re: Implementing a "palette" using pixel shader?

    Yes, I've got it - just use a 2d texture for the palette.
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    Re: Implementing a "palette" using pixel shader?

    I need to ask, for graphics cards that don't support at 16 bit luminance texture type - is it possible to somehow combine an RGB value into a single value for the dependant texture read? ie. we have...
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    Re: Implementing a "palette" using pixel shader?

    Not medical no - Infrared Thermography. Does have some medical uses though.
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    Re: Implementing a "palette" using pixel shader?

    Its beautiful and elegant - currently our software is doing a CPU palette lookup for each pixel in the image before copying the surface to texture. We are limited to 256 colours! Now, I can...
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    Re: Implementing a "palette" using pixel shader?

    Ok, I've got the hand of this now. So I can use, say, the texture bound to unit 1 even though my vertex format has only 1 texture unit - I mean I'm using the value from the first texture just to...
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    Re: Implementing a "palette" using pixel shader?

    Ok, but I'm having trouble understanding how dependant texture reads work - I mean I thought you just had access to the currently interpolated texels for the currently bound textures - if I can do a...
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    Implementing a "palette" using pixel shader?

    Hi there,

    Is it possible to implement "palettes" for rendering a greyscale image in with any set of colours you want using pixel shaders?

    I have a texture map that basically consists of...
  11. Thread: wrong shading

    by Robbo
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    Re: wrong shading

    Check the winding of your polygons - that is, the winding will make a difference to normal generation. And if you aren't specifying normals, you need to enable opengl autonormal generation.
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    Re: how to display chinese in OpenGL

    We solved this problem as mentioned above by implementing a texture cache - rendering required strings into textures using GDI (dibs). I think its the best solution, although depending on how many...
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    Re: OT: Doom3 & OpenGL & Xbox

    What you say is true Dorbie, but I'm thinking in terms of Longhorn and the D3D GDI desktop. To be sure, my mind goes into micro-warp mode when I try and imagine an OpenGL render context embedded in...
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    Re: OT: Doom3 & OpenGL & Xbox

    I think the point is, the ICD really isn't all that much to do with the ARB. If I remember correctly, the ARB are those who discuss and set the standard which compliant drivers must adhere to. The...
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    Re: OT: Doom3 & OpenGL & Xbox

    Well my guess is that Microsoft will have to do some work on the OpenGL ICD in any case for Longhorn. If the GUI is now going to be hardware accelerated, it will have to sit comfortably with OpenGL...
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    Re: Thoughts on the NV35?

    Benchmarking scam as seen on Slashdot is fraudulent in the extreme. 3D Mark should produce a longer demo with "average" results for a more random fly-by, otherwise its just pointless because both...
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    Re: DirectX->Direct3D

    Oh dear. Interesting question though. Is Direct3D better than GL? Err, easy answer - no and yes. No if you care about compatibility, yes if you don't.

    And more and more software houses care...
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    Re: JC .plan : Carmack drops OGL in favour of DX9

    Hey Dorbie, you are right - but OpenGL stands íts weight on the pillars of its users - the stronger the pillars, the less likely it is to get eaten and crapped out by Microsoft.

    Of course, with...
  19. Thread: ARBvbo posted

    by Robbo
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    Re: ARBvbo posted

    Hey, thanks for the info! I'm going to add that one in to our "bug" tracker at work. I didn't know that! Although our users are very unlikely to change screen mode while the program is running, it...
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    Re: How can I encapsulate OpenGL with C++?

    Yes, its kind-of like, normal to do this kind of thing. Just do a google for "scene graph + opengl + oo" or something.

    Most engines out there have scene graphs and use some form of OO.
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    Re: If you need in 3D engine.

    Lol! Commerical license for this heap of pig poo is $399! And $49 for your basic "student" license. Its funny that these clowns don't seem to realise that there are MUCH better open source engines...
  22. Re: R350 finaly! It's faster than FX, but is so flexible? Aparently yes!

    Can you ladies point me towards the reviews? I haven't come across any yet this morning. A few links would be nice. Will help to add some context to this discussion!
  23. Thread: Microsoft quits?

    by Robbo
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    Re: Microsoft quits?

    Don't know about Maya, but 3DS already supports D3D. They wrapped the libraries years ago http://www.opengl.org/discussion_boards/ubb/smile.gif
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    Suprised about GLSL........

    I'm suprised there hasn't been a discussion on the draft gl shading language proposals. Did I miss a big debate somewhere?

    Just interested to see what the veterans think of it.
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    Re: "Bend" modifier as vertex program..........

    Ahh. Of course - I didn't realise all of the source code for the current modifiers was included with the sdk!

    Thanks for the tip.
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