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    Believe it or not, but it doesn't matter. On my...

    Believe it or not, but it doesn't matter. On my Win7 it works perfectly whatever value is set. It seams the version is completely ignored.
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    Agree! In that context, Crunch (with...

    Agree! In that context, Crunch (with m_dxt_quality = cCRNDXTQualityUber and cCRNCompFlagPerceptual = false) is the best solution.


    GL DXT compression has the worst quality, as you can see from...
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    Thank you, Alfonse, for being the common sense of...

    Thank you, Alfonse, for being the common sense of this forum! I really appreciate your opinion and completely agree with everything said, but I tried to stress something different.



    I didn't...
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    CPU based DXT compression

    Hi all,

    I would like to start a (short) discussion about the CPU based DXT compression. Namely, DXT is probably the most common texture compression method on desktops. It is widely supported and...
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    There are several issues in your code: 1. You...

    There are several issues in your code:

    1. You have to select the bitmap into the memory device context. (Do you have any experience with GDI? Objects have to be selected in order to be accessed.)...
  6. That is probably the manifestation of the finite...

    That is probably the manifestation of the finite precision. With single precision floating-point arithmetic you cannot rely on more than 6 decimal digits.
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    Which Del Inspiron notebook? We need much more...

    Which Del Inspiron notebook?
    We need much more details about your configuration than just that. The most important is an information about the graphics card in it.
    I have never tried Houdini, but...
  8. It is strange you didn't ask how that value is...

    It is strange you didn't ask how that value is measured. :)

    All these reader1's posts are part of an interesting "psychological experiment". Unless he is a very young person, the behavior is quite...
  9. It does if you need to overlap artificially...

    It does if you need to overlap artificially generated image and the picture from the real camera, link in augmented reality.
    In that case, the following parameters of the sensor are important to...
  10. OpenGL is not a language, but an API. ...

    OpenGL is not a language, but an API.


    Fairly simple. Just find some beginner's tutorial.


    More advanced topic. You could search for the solution on the net. Something like this might be...
  11. Actually, it is not! FOV depends on the viewer's...

    Actually, it is not! FOV depends on the viewer's distance from the monitor.

    In order to make analysis simpler, let's assume the human eye is a standard camera sensor. Since the focal length of the...
  12. OK, then the distortion is a side effect of the...

    OK, then the distortion is a side effect of the wide field-of-view (FOV).
    Narrow down the FOV and move camera back (i.e. set the first parameter of gluPerspective() to 40 or 45).
  13. Wrong aspect of the viewport!

    Wrong aspect of the viewport!
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    You can think in terms of "global" or "local"...

    You can think in terms of "global" or "local" coordinate system. If you are thinking in the global coordinate system, the transformations affect an object by changing its position/orientation in...
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    Exactly! The rendering thread (in my opinion)...

    Exactly! The rendering thread (in my opinion) should be the only one that communicate with the driver through OpenGL calls.


    Probably, but you cannot transfer data faster than your system...
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    Who said that you should, or even could, access...

    Who said that you should, or even could, access VBO without a context being bound to the thread executing OpenGL commands? I just said you should prepare data for VBOs in separate threads and post...
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    I wouldn't recommend that. Unless a dual copy...

    I wouldn't recommend that. Unless a dual copy engine is used, I think the fastest way to update resources is to use the drawing thread itself. The resource preparation threads should just feed it...
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    I'm sorry but I have to interfere a little bit......

    I'm sorry but I have to interfere a little bit...

    There is a way to get back information from the driver how many primitives are rendered, but you need a different API for that, not OpenGL.

    For...
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    Programming in OpenGL 2.1 does not necessarily...

    Programming in OpenGL 2.1 does not necessarily mean you are using the "old way". As others said, you have chance to learn the "modern way" with OpenGL 2.1 also. Just ensure the following:

    1. use...
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    It is too early for this extension. It is not...

    It is too early for this extension. It is not included in the latest Windows drivers. Why did you refer to 347.09? There is no trace of NV_command_list. At least, the extension is not exposed.
    Also,...
  21. Yes, use the following: int n;...

    Yes, use the following:


    int n;
    glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &n);

    The value is 64 at best for all (to me) known hardware.
  22. Full support for OpenGL 4.5 in NV release drivers

    A gift has come from NVIDIA for the New Year’s Eve. OpenGL 4.5 is fully supported in the latest release drivers for Windows (347.09). :)
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    [QUOTE=zuraneur;1262944] if P 1 and P 2 are...

    Yes it is.


    I don't understand what you want to achieve? P2 is not a vertex. Formally, P1P2=P2-P2=(1, 5, 9, 0)-(2, 4, 6, 1)=(-1, 1, 3, -1). In Cartesian coordinate system, that point has...
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    It is a part of the legacy title, which is just...

    It is a part of the legacy title, which is just inherited from the predecessors. ;)

    We are all witnesses of the proliferation of the books. Nowadays it is hard to find a good one.
    Furthermore,...
  25. It is not awkward. If you access TexCoords, how...

    It is not awkward. If you access TexCoords, how compiler knows whether you are accessing input attributes or output variables?


    Yes, if you are using names for connecting shaders.


    There...
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