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Type: Posts; User: MickeyMouse

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    Re: Why there's no glMapSubBuffer ?

    Lol, thanks :) I wasn't looking anywhere above GL 2.1
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    Why there's no glMapSubBuffer ?

    The topic pretty much explains my question.

    Without ability to map piece of buffer, we're constrained to always working with whole buffer (and if it's large, it can become unacceptable performance...
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    WGL_SAMPLES_ARB values of 0 and 1

    Asked this in the beginners forum but got no answer, so I'll try my luck here ;)

    When I'm calling wglGetPixelFormatAttribivARB to get WGL_SAMPLES_ARB value for some formats, I'm getting 0s or 1s...
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    WGL_SAMPLES_ARB values of 0 and 1

    When I'm calling wglGetPixelFormatAttribivARB to get WGL_SAMPLES_ARB value for some formats, I'm getting 0s or 1s (apart from getting 2, 4 and 8 for other formats).

    Does anyone know what's the...
  5. Loading textures using PBOs - best strategies

    Hi,

    I've been experimenting a bit with loading textures via PBOs and I'm a bit confused as to what's most reasonable approach here.

    What I'm doing at the moment - every time there's request to...
  6. Re: Anyone recalls the demo posted some time ago? : faked soft shadows

    Thanks a lot slang. I knew there will be someone who can help :)

    Knowing link you gave me, I found this: http://www.doom3world.org/phpbb2/viewtopic.php?t=2547 , which has working download :)
  7. Anyone recalls the demo posted some time ago? : faked soft shadows

    Hi everyone,

    I'm searching this forum through to find out the demo posted some time ago, like half a year ago, but with no success...

    The demo I'm talking about demonstrated faked soft shadows...
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    Re: Moving back to software - when?

    Thanks everyone for discussion,

    I was considering if there will ever be established any standard for a _really_ high-level graphics, which would let forget us about all that relatively 'low-level'...
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    Re: Get supported resolution...

    OpenGL doesn't give you this info. This is how I had it done under Win32:

    cVoid cWin32MainWindow::listGraphicModes()
    {
    LOG << "<i>Available graphic modes:\n";

    ::DEVMODE mode;
    for (cInt i...
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    Re: Multiple occlusion queries

    Ahh, you're right - shame on me being recently strongly influenced by Direct3D, which is a very slightly different :eek:
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    Re: Multiple occlusion queries

    You're still simply doing it wrong way. You don't wait for ALL occlusion results, but just for the last one.
    Here's what you should have:
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    Re: minimizing blended billboard popping

    Maybe try this:

    1. Render color of all billboards to additional render target A with blending set to one-one.

    2. Render depth of all billboards to additional render target B.

    3. Scale color...
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    Re: Multiple occlusion queries

    You're not doing anything I pointed out, nor you haven't read the spec ;-)
    Notice the difference between GL_QUERY_RESULT_ARB in your code and GL_QUERY_RESULT_AVAILABLE_ARB in piece of code I gave...
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    Re: Multiple occlusion queries

    GLuint available;
    do {
    DoSomeStuff();
    glGetQueryObjectivARB(queries[i], GL_QUERY_RESULT_AVAILABLE_ARB, &amp;available);
    } while (!available);Read this for more details.

    [Edit: GLuint...
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    Re: Moving back to software - when?

    Umm, I think I was misunderstood. Blame me for my english, but I'm far from thinking the way you suggest I do.

    What I want is to hear what do you think is the direction we're currently moving to...
  16. Re: Check if framebuffer or stencilbuffer changed

    You need occlusion queries .
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    Moving back to software - when?

    Hi everyone,

    Sorry for a slight offtopic...
    I'd like to hear your opinions on when (and why?), if ever, will we move from hardware acceleration to software renderers for stuff like games and...
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    Re: OpenGL bugs on specific platforms only?

    That seems somewhat funny bug - looks like the driver's OpenGL operations' queue was full at the time you called glColor3f() and so your call was simply rejected / ignored.
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    Re: Lightmap generation/Shadow calculation

    Take a look at this .
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    Re: Lightmap generation/Shadow calculation

    If I understand you right, you want to render the scene from each lightmap texel's center (simulate hemisphere at each fragment by cube) and so, you'd be able to approximate total incoming light at...
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    Re: Water Caustics Problem

    You might want to see my old caustics demo made just for the university presentation. It's dirty, but shows well correct caustics for flat water pool bottom case. Search for caustics in 3d stuff .
    ...
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    Re: How could I render 3D-hair with OpenGL?

    With my 6600 all of the demos run, but the timbury one is like slideshow (after 1 minute startup), one picture every 5 seconds. Nalu and sailing demos look like >=15 fps, which is enough to say it's...
  23. Thread: Glows

    by MickeyMouse
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    Glows

    Do you know what kind of postprocessing filtering is used in "Prince of Persia WT", so they have those nice glows around windows?

    Here is one screenshot: ...
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    Re: new shader FX framework proposal

    It would be very nice if someone took .fx file format and did something like CgFX, but without all those bugs.

    Even better would be if an ARB stated common C API on top of OpenGL for handling FX...
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    Re: Creating viewer for .3ds-files

    To load a 3ds file you don't need OpenGL at all and OpenGL won't help you doing it in any way...

    To find sample code on loading 3ds file and then displaying it using OpenGL take a look here or ...
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