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Description

The OpenGL Game Development List Charter
========================================

(This is a draft charter. Any comments or suggestions are welcome!)

Welcome to the OpenGL Game Development List!

This list is being provided as a service to the 3D game development
community to help promote OpenGL as a viable and exciting way to
program 3D entertainment titles. Discussion of game programming
techniques and issues using OpenGL is the primary goal of this list!

Since so much of the installed base consists of Intel PCs running
Win32 platforms, the emphasis will probably be on that environment and
C/C++. However, there are many other interesting platforms out there,
and any discussion relating to OpenGL programming on those platforms
is welcome! For instance, OpenGL programming in Java may well become
a hot topic soon. Another thing to keep an eye on is OpenGL support
in Apple's forthcoming Rhapsody OS.

While the emphasis of this list is on game programming, general OpenGL
programming information and examples are welcome as well. This is
intended as a resource for all levels of OpenGL programmers, from
beginner to expert. Other topics that are appropriate to the list
include OpenGL device and driver quality, OpenGL benchmarking, and
other real-world issues involved in doing OpenGL development. General
topics relating to programming 3D games are also welcome.

There are a few things that aren't desired on the list. The ongoing
religious war between OpenGL and Direct3D is best left somewhere else
(rec.games.programmer is a likely candidate ;-). Actively promoting
other APIs besides OpenGL on this list is discouraged. General
programming questions (i.e. "which is better a pointer or an array?")
are also best taken elsewhere. Some of these topics will inevitably
creep onto the list, but let's try to keep the discussion civil and
technical.

A Web site relating to this list will become available soon...stay
tuned! Among other things, it will contain a large li

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Messages in this group are sent from a remote email list:opengl-gamedev-l@fatcity.com

Re: GLSL + 6800 + Multiple steps by frame
Thanks Guys! I change a little bit the code (move the code to another function), and now works... glFlush or glFinish were not required anymore... It is like a
Posted - Fri Oct 7, 2005 11:58 pm
Rhadamés Carmona
rcarmona@...
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Re: GLSL + 6800 + Multiple steps by frame
Hi Rix and Matthäus, Evan is right. If sleep() affects your ReadPixels() result, something is probably wrong in the driver. (Unless you're using an asynch
Posted - Fri Oct 7, 2005 4:09 pm
Cass Everitt
CEveritt@...
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Re: GLSL + 6800 + Multiple steps by frame
You might consider using FBOs and rendering to offscreen color and depth buffers to save yourself two read-backs of the frame buffer. -wd ... Sent: Friday,
Posted - Fri Oct 7, 2005 2:50 pm
William Damon
wdamon@...
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Re: GLSL + 6800 + Multiple steps by frame
Actually, assuming that the read is done with a normal glReadPixels, neither glFlush nor glFinish are required, because OpenGL commands are guaranteed (to
Posted - Fri Oct 7, 2005 2:46 pm
Evan Hart
ehart@...
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Re: GLSL + 6800 + Multiple steps by frame
You need to call glFinish (), not glFlush (). glFlush () means that all commands are passed to OpenGL for processing - not that the processing has finished
Posted - Fri Oct 7, 2005 6:19 am
Anteru
Anteru@...
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2005 2 2 34 13 35 13 5 18 17 10
2004 31 26 46 9 24 54 50 38 88 11 2 24
2003 178 98 179 115 183 194 75 136 188 75 28 65
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