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Thread: Geforce/gts Specific Programming??

  1. #1
    Junior Member Newbie
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    Geforce/gts Specific Programming??

    I've always wondered about this. Nvidia has the geforce card, and now they have the GTS.

    These cards are suppose to do some kind of texture and lighting acceleration.

    How do we make use of these features? Is it done through opengl? Or do we need to get some kind of developer api from Nvidia?

    Thanks for any info.

  2. #2
    Junior Member Regular Contributor
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    Re: Geforce/gts Specific Programming??

    Look at this place: NVIDIA's Developer Relations Site .
    You'll find a lot of docs, demos, etc...
    Check all presentations and whitepapers - it's very interesting and much easier to understand (in comparison with short and arid description of the same OpenGL extensions).

    And for some examples check this Topic: Register Combiners + bump mapping

  3. #3
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    Re: Geforce/gts Specific Programming??

    Ah, thanks Serge. I found the site last night. That's definately a start.

    Thanks again.

  4. #4
    Senior Member OpenGL Guru
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    Re: Geforce/gts Specific Programming??

    As long as you have proper driver, all you have to do is use OpenGL's native functions and everything that can be, will be accelerated through hardware. As long as you don't do your own lightning/transformation that is.

    No need for extra APIs.

  5. #5
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    Re: Geforce/gts Specific Programming??

    Isn't there some openGL extensions that you need to use? I hear that a developer has to "support" the new features like the T&L on the GeForce, so they must have to do something extra? It can't all be automatic?

    The way I think of it, nVidia has added some specialized hardware acceleration, and in order to use it you have to use some kind of extension to openGL, that they probably provide. Maybe I wrong - I hope I am, that means it's easier to code.

  6. #6
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    Re: Geforce/gts Specific Programming??

    As Bob said, You dont need to do anything special to get transform and lightning accelerated with a graphic card that supports it, like geforce.

    You certainly do not need to use any extensions..

    What might be confusing is the hype of a T&L game, it sounds like they have "enabled" it sometimes!.. But what they really have done is taken advantage of the T&L feature by having more complex geometry... more polygons in the level..

    cheers

  7. #7
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    Re: Geforce/gts Specific Programming??

    Ahh... Yeah, I got the impression that you had to enable the T&L computation for it to work. Well, then that's actually even cooler then.

    Thanks to all. I welcome any further info, but I think my question has been answered.

  8. #8
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    Re: Geforce/gts Specific Programming??

    Following On, on the subject.....

    I've been trying to compile a small demo program using the multi-texturing units on a Geforce 2, but each time I get a compilation error 'unresolved external _glMultiTexCoord2f()', could someone give me some guidelines as to what I'm doing wrong.....

    cheers

  9. #9
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    Re: Geforce/gts Specific Programming??

    Originally posted by srhadden1:
    I got the impression that you had to enable the T&L computation for it to work.
    You were probably reading about a Direct3D game - D3D didn't allow for T&L acceleration in its original pipeline model, so a D3D app DOES have to explicitly "enable" T&L.

  10. #10
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    Re: Geforce/gts Specific Programming??

    Rob:

    Sounds like a linking error to me. You're sure you have the right libs to link with?

    John

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