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Type: Posts; User: silikone

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    Might want to simplify it to make it feasible...

    Might want to simplify it to make it feasible with vertices. Use a grid drawing tool and translate the coordinates to OpenGL.
    So what are you making? A game for ethnic Kekistanis?
  2. Ah yes, that seems to be the case. I wonder if...

    Ah yes, that seems to be the case. I wonder if omitting the normalization and doing some scaling magic would be a feasible workaround for <4.2
  3. Vertex specification with signed integers

    The wiki suggests using integers for certain vertex specifications in order to save bandwidth. However, with the bias that signed integers have, does this not create inequality in the precision...
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    Drawing 2D interface before the scene

    Is it at all practical to draw non-transparent 2D interface objects in the framebuffer before the 3D scene and eventually any transparent 2D object in order to reduce overdraw? Would a simple Z...
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    Well, I was thinking of extreme cases where you...

    Well, I was thinking of extreme cases where you would have thousands of cubes on screen, a la Minecraft.
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    glDrawElements with flat shading

    Since flat shading doesn't need lighting information for each vertex, there should only be one sample for every face. However, is this possible to do in a compact format that avoids any redundancy?...
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    I guess that's where GLUT comes in, though I am...

    I guess that's where GLUT comes in, though I am curious to know what it takes to create a Windows interface from scratch that has the bare minimums like window management and file reading.
  8. WAD is a quite involved format. There are...

    WAD is a quite involved format. There are probably some WAD > BSP converters out there that can be modified for general use.
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    Just to be clear, are the sRGB textures all...

    Just to be clear, are the sRGB textures all stored efficiently in memory with 8-bits per channel, converted temporarily only when specifically requested for use in rendering, replacing a "cache" for...
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    I too want to know what happens to textures in...

    I too want to know what happens to textures in the hardware when they are marked as sRGB.

    I believe the artifacts being mentioned refer to storing the RGB data in an actual 8-bit linear format,...
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    Excellent.

    Excellent.
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    Using ARB_framebuffer_sRGB

    Is there any reason, other than an artistic one, not to use ARB_framebuffer_sRGB for more correct results? What are the oldest pieces of graphics hardware that support it, and is it free or...
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    Doing that, I suppose the material could be...

    Doing that, I suppose the material could be either ambience or emission, though is there a practical difference between these two material components if the ambient light level is always 1?

    Yeah,...
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    GL_Lighting and vertex colors

    I am trying to introduce GL_LIGHTING into a scene, but it apparently overwrites the predefined colors assigned to the vertices, instead relying on the material functions exclusively. What should be...
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