I would just draw an alpha-blended poly that has the color of the fog on it, and change the alpha based on fog density and distance from the viewer. Shouldn't be too hard ...
Type: Posts; User: pATChes11
I would just draw an alpha-blended poly that has the color of the fog on it, and change the alpha based on fog density and distance from the viewer. Shouldn't be too hard ...
Only to the developer :P
I prefer using the previous frame's time, because it doesn't really matter at all if your framerates don't fluxuate more than, oh, maybe four to eight percent of your...
But this is the problem: you may get 61 FPS, or 1099.0738 FPS, or any other number of frames per second. You cannot possibly ensure that you will get whatever number of frames per second you so...
So you're asking whether OpenGL allows you to change texture environments in a display list? If what you change them to has only to do with position within that display list, then, *in theory*, you...
The only things you should use display lists for are those that will never change, or at least not often. They do take a lot of time to build, and it would be much faster to just outright call the...
Then maybe the rest of your computer (CPU, memory, others?) is the limiting factor in your program's performance?
Solution: Get a GeForce4 Ti4x00 series card. :P
Seriously, the Voodoo cards are so out of date, and you could get my GF2 GTS 32meg AGP 4x with fastwrites support for like $45 incl shipping......
That looks like it's a Permedia series card, and it might be the Permedia 2. I've messed with getting one to work before for a friend of mine... and it's well worth the $40 it would take to just get...
Well, unless you're using single buffering, you'll have to redraw the whole scene anyway. And if you have a 3D accelerator, what're you so worried about? It's so simple that it doesn't matter whether...
1. Why on earth would you want to share the Z buffer? To save memory?? If you're so worried about adding one more 32bit texture to video memory, you'd better get a new video card... And if your...
Yes, actually. Especially if you intend upon using OpenGL 2. For instance, you get a full 32 bit floating point rendering pipeline. Err, rendering path.
Oh yeah, I wantt a GF5... now watch me...
Pass your GL rendering context handle to each of your threads, and use glSelectRC() (or something like that, I don't remember) to select it when the thread starts. Then you can set your viewport and...
That will never happen. If you want a software implementation of OpenGL, you'll pretty much have to write your own. :
"Bear in mind that nvidia cards don't support overlays - ati cards do." Under OpenGL, do you mean? Because my video player supports and uses overlay surfaces just fine...
Why would you want to use an icon for a texture, and why would you ask to convert it to a BMP without saving it to disk? There's no point in doing so when you could just load the icon as a texture......
But that's exactly why you don't do a random dither in realtime graphics. http://www.opengl.org/discussion_boards/ubb/smile.gif The only way to do it right is with some kind of aglorithmic (or is it...
No, it's not in the specification for fog to use the alpha of the texture. However, you can make the alpha of the texture change the color of the incoming fragment by changing the texture...
And you don't need mipmaps with anisotropic filtering, so who cares? Certainly not I. Most cards that support GL_BGR_EXT should support anisotropic filtering... or am I wrong? :?
glEnd();
MessageBox(0, (glGetInteger(GL_USER_AGE)<21) ? "You're an underage drinker! I think not.":"You're old enough to drink, but mature enough not to. Now go home!", "", 0);
...
It doesn't matter how you load it, OpenGL will never keep track of names for you, so you're gonna have to do it yourself. What you do is, in your loader, create an indice in an array of structs for...
Actually, for high-resolution timing, you should use the high-performance counter. I can have triple digit framerates above 500, and still get accuracy beyond that of a float ...
Be more specific. Are you using the latest DetonatorXP drivers from nVidia's site? What operating system have you got? How much RAM? C'mon... info, info!
Ok, I just got a cheap Creative Labs GF2 GTS in place of my old TNT2 Pro, and everything works fine, except that I am having severe problems with DirectX. I do not yet have the latest drivers (but it...
However, not very quickly. As far as I know, it would be faster to precreate a texture and upload the pixels you want to draw to that, and use multiple textures of various sizes to encompass larger...
Heh, I downloaded and printed the 1.2.1 OpenGL specification for all my less-than-common needs... but as for memorizing it, that's kinda what you'd have to do to get much good at OpenGL :P I have all...