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#23838 From: "Remy Saville" <rsaville@...>
Date: Fri Aug 19, 2005 12:24 am
Subject: RE: Index16 vs Index32 for index buffer
rsaville@...
Send Email Send Email
 
Thanks :)

I can't really make a valid guess, beyond the obvious ones, at why it
was only noticeably faster to use 16 vs. 32 on the nv1x in our tests.
If the hardware guys recommend something and it doesn't cause a slow
down then do it. :)


-----Original Message-----
Don Gunter
Sent: August 18, 2005 9:04 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

!!!! Homeworld 2!!!!
Yeah, I loved it. Better graphics than the first couple but I liked the
TAC
on the older ver.

Where do you think the performance gain came from? Accessing the
"unaligned"
word or the transfer to the card? Or other? <think think think> you guys
are
sometimes quiet, but each thing I get has given' me tremendous returns.
Keep
'em coming.

  I want.. NEED<grin> more time for content.
Ya'll have a GREAT day!
Don Gunter

-----Original Message-----
Saville
Sent: Tuesday, August 16, 2005 1:34 PM
To: Multiple recipients of list OPENGL-GAMEDEV-L

During Homeworld 2 I did some benchmarks and found on some nv1x cards
there was a small boost when we switched to 16 from 32.  I didn't notice
any difference on any other cards I tested with though.


-----Original Message-----
Igor Kravtchenko
Sent: August 16, 2005 11:24 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

I wondered if there is some issues and important things to know about
optimisation
between the fact to use Int16 or Int32 for its index buffer under
OpenGL.
By having used Direct3D for a very long time, I'm used to Int16 which is

the only
supported index depth bits on today's video card.
Nevertheless, OpenGL allows to use Int32 as well as Int16. In a general
manner,
is it "bad" to use Int32 for its index buffer? Does just the driver
convert them back
to Int16 without any performance loss?

Any remark or hint are welcome.
Thanks,

Igor.


-----
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   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--
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#23839 From: "Don Gunter" <dgunter@...>
Date: Fri Aug 19, 2005 2:54 pm
Subject: RE: Index16 vs Index32 for index buffer
dgunter@...
Send Email Send Email
 
Thanks

-----Original Message-----
Saville
Sent: Thursday, August 18, 2005 5:24 PM
To: Multiple recipients of list OPENGL-GAMEDEV-L

Thanks :)

I can't really make a valid guess, beyond the obvious ones, at why it
was only noticeably faster to use 16 vs. 32 on the nv1x in our tests.
If the hardware guys recommend something and it doesn't cause a slow
down then do it. :)


-----Original Message-----
Don Gunter
Sent: August 18, 2005 9:04 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

!!!! Homeworld 2!!!!
Yeah, I loved it. Better graphics than the first couple but I liked the
TAC
on the older ver.

Where do you think the performance gain came from? Accessing the
"unaligned"
word or the transfer to the card? Or other? <think think think> you guys
are
sometimes quiet, but each thing I get has given' me tremendous returns.
Keep
'em coming.

  I want.. NEED<grin> more time for content.
Ya'll have a GREAT day!
Don Gunter

-----Original Message-----
Saville
Sent: Tuesday, August 16, 2005 1:34 PM
To: Multiple recipients of list OPENGL-GAMEDEV-L

During Homeworld 2 I did some benchmarks and found on some nv1x cards
there was a small boost when we switched to 16 from 32.  I didn't notice
any difference on any other cards I tested with though.


-----Original Message-----
Igor Kravtchenko
Sent: August 16, 2005 11:24 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

I wondered if there is some issues and important things to know about
optimisation
between the fact to use Int16 or Int32 for its index buffer under
OpenGL.
By having used Direct3D for a very long time, I'm used to Int16 which is

the only
supported index depth bits on today's video card.
Nevertheless, OpenGL allows to use Int32 as well as Int16. In a general
manner,
is it "bad" to use Int32 for its index buffer? Does just the driver
convert them back
to Int16 without any performance loss?

Any remark or hint are welcome.
Thanks,

Igor.


-----
FAQ and OpenGL Resources at:
   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--
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-----
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#23840 From: Igor Kravtchenko <igor@...>
Date: Fri Aug 26, 2005 10:24 pm
Subject: Stretching a big backbuffer to a small texture
igor@...
Send Email Send Email
 
Hi all!

I'm currently trying to implement the now well-kown "Tron Glow Effect"
under OpenGL
(http://www.gamasutra.com/features/20040526/james_01.shtml)

The algorithm is pretty clear, I'm just suffering of a lack of
functionatilies with GL.
My glowing effect is performed on a small texture of say, 256x256.
Since it's out of
question to render the scene twice (i.e.: one time for the normal scene,
second time with
a small viewport of 256x256 for my texture) because it would be too
slow, I'm trying
to grab the content of the backbuffer and resize it to a small texture
of 256x256 where
I can perform the glow effect (two 1-D pass to make a Gaussian filter).

My problem is the D3D's StretchRect
(http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/dir\
ectx/graphics/reference/d3d/interfaces/idirect3ddevice9/StretchRect.asp)
doesn't have any equivalent under GL.

The fallback I've currently found is to make a glCopyTexture2D() of my
backbuffer to a big texture (big enough to grab the entire backbuffer)
and then draw a small quad of 256x256 on the screen that I
glCopyTexture2D() back to my 256x256 texture.
Grumpf :-/

Any hint or remark is welcome,

Igor.

-----
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#23841 From: "Dominic Curran" <dcurran@...>
Date: Thu Sep 1, 2005 11:19 am
Subject: WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)
dcurran@...
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WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)

The Official OpenGL Site - News, downloads, tutorials, books & links:-
http://www.opengl.org/

The archive for this mailing list can be found at:-
http://www.egroups.com/list/opengl-gamedev-l/

The OpenGL GameDev FAQ:-
http://www.rush3d.com/opengl/

The EFnet OpenGL FAQ:-
http://www.geocities.com/SiliconValley/Park/5625/opengl/

The Omniverous Biped's FAQ:-
http://www.sjbaker.org/steve/omniv

OpenGL 1.1 Reference - This is pretty much the Blue book on-line:-
http://tc1.chemie.uni-bielefeld.de/doc/OpenGL/hp/Reference.html

Red Book online:-
http://fly.cc.fer.hr/~unreal/theredbook/

Manual Pages:-
http://pyopengl.sourceforge.net/documentation/manual/reference-GL.html

Information on the GLUT API:-
http://www.opengl.org/developers/documentation/glut.html

The Mesa 3-D graphics library:-
http://www.mesa3d.org

SGI OpenGL Sample Implementation (downloadable source):-
http://oss.sgi.com/projects/ogl-sample/

OpenGL site with a focused on Delphi (+ OpenGL Hardware Registry):-
http://www.delphi3d.net/

Game Tutorials - A number of OpenGL tutorials:-
http://www.gametutorials.com/

Some nice OpenGL tutorials for beginners:-
http://nehe.gamedev.net/

Humus - Some cool samples with code:-
http://esprit.campus.luth.se/~humus/

Nate Robins OpenGL Page (some tutorials and code)
http://www.xmission.com/~nate/opengl.html

Developer Sites for Apple, ATI & Nvidia:-
http://developer.apple.com/opengl/
http://mirror.ati.com/developer/index.html
http://developer.nvidia.com/

OpenGL Extension Registry:-
http://oss.sgi.com/projects/ogl-sample/registry/

The Charter for this mailing list can be found at OpenGl GameDev Site:-
http://www.geocities.com/SiliconValley/Hills/9956/OpenGL/

OpenGL Usenet groups:-
news:comp.graphics.api.opengl

This is a bi-weekly posting to OPENGL-GAMEDEV-L.

If you believe an amendment should be made to this posting please contact
Dominic at dominic_curran@...
-----
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#23842 From: Hanspeter Pfister <pfister@...>
Date: Mon Sep 12, 2005 4:54 pm
Subject: Announcement: Intro CG class with GLSL
pfister@...
Send Email Send Email
 
CSCI E-234: Introduction to Computer Graphics and GPU Programming
September 21, 2005 through January 18, 2006
Harvard Extension School

This class is also offered as a distance education course with archived
and live video feeds.

The goal of this class is to provide you with sufficient background to
write computer graphics applications in OpenGL. This year - for the
first time - we will introduce graphics processor unit (GPU) programming
using the OpenGL Shading Language (GLSL). GPUs are widely used today to
drive cutting-edge 3D game engines, virtual reality simulations, and
film pre-production. GPUs have changed computer graphics and how we
teach it. Students will learn how to program GPUs to perform a variety
of tasks, such as 3D lighting, animation, image processing, and special
effects.

More details and syllabus at http://courses.dce.harvard.edu/~cscie234/
-----
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   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--
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#23843 From: Roland Krause <rokrau@...>
Date: Mon Sep 12, 2005 7:39 pm
Subject: Re: Announcement: Intro CG class with GLSL
rokrau@...
Send Email Send Email
 
1600$ is pretty steep.
Any way this class can be audited for less?

Roland

--- Hanspeter Pfister <pfister@...> wrote:

> CSCI E-234: Introduction to Computer Graphics and GPU Programming
> September 21, 2005 through January 18, 2006
> Harvard Extension School
>
> This class is also offered as a distance education course with
> archived
> and live video feeds.
>
> The goal of this class is to provide you with sufficient background
> to
> write computer graphics applications in OpenGL. This year - for the
> first time - we will introduce graphics processor unit (GPU)
> programming
> using the OpenGL Shading Language (GLSL). GPUs are widely used today
> to
> drive cutting-edge 3D game engines, virtual reality simulations, and
> film pre-production. GPUs have changed computer graphics and how we
> teach it. Students will learn how to program GPUs to perform a
> variety
> of tasks, such as 3D lighting, animation, image processing, and
> special
> effects.
>
> More details and syllabus at
> http://courses.dce.harvard.edu/~cscie234/
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Hanspeter Pfister
>   INET: pfister@...
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
> ---------------------------------------------------------------------
> To REMOVE yourself from this mailing list, send an E-Mail message
> to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
> the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
> (or the name of mailing list you want to be removed from).  You may
> also send the HELP command for other information (like subscribing).
>


__________________________________________________
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-----
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--
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   INET: rokrau@...

Fat City Hosting, San Diego, California -- http://www.fatcity.com
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#23844 From: "Jesse Laeuchli" <jesse@...>
Date: Mon Sep 12, 2005 7:54 pm
Subject: Re: Announcement: Intro CG class with GLSL
jesse@...
Send Email Send Email
 
welcome to higher education in america ;-)
----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L@...>
Sent: Monday, September 12, 2005 2:39 PM


> 1600$ is pretty steep.
> Any way this class can be audited for less?
>
> Roland
>
> --- Hanspeter Pfister <pfister@...> wrote:
>
>> CSCI E-234: Introduction to Computer Graphics and GPU Programming
>> September 21, 2005 through January 18, 2006
>> Harvard Extension School
>>
>> This class is also offered as a distance education course with
>> archived
>> and live video feeds.
>>
>> The goal of this class is to provide you with sufficient background
>> to
>> write computer graphics applications in OpenGL. This year - for the
>> first time - we will introduce graphics processor unit (GPU)
>> programming
>> using the OpenGL Shading Language (GLSL). GPUs are widely used today
>> to
>> drive cutting-edge 3D game engines, virtual reality simulations, and
>> film pre-production. GPUs have changed computer graphics and how we
>> teach it. Students will learn how to program GPUs to perform a
>> variety
>> of tasks, such as 3D lighting, animation, image processing, and
>> special
>> effects.
>>
>> More details and syllabus at
>> http://courses.dce.harvard.edu/~cscie234/
>> -----
>> FAQ and OpenGL Resources at:
>>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
>> --
>> Author: Hanspeter Pfister
>>   INET: pfister@...
>>
>> Fat City Hosting, San Diego, California -- http://www.fatcity.com
>> ---------------------------------------------------------------------
>> To REMOVE yourself from this mailing list, send an E-Mail message
>> to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>> the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>> (or the name of mailing list you want to be removed from).  You may
>> also send the HELP command for other information (like subscribing).
>>
>
>
> __________________________________________________
> Do You Yahoo!?
> Tired of spam?  Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
> -----
> FAQ and OpenGL Resources at:
>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Roland Krause
>  INET: rokrau@...
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
> ---------------------------------------------------------------------
> To REMOVE yourself from this mailing list, send an E-Mail message
> to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
> the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
> (or the name of mailing list you want to be removed from).  You may
> also send the HELP command for other information (like subscribing).

-----
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   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--
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   INET: jesse@...

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#23845 From: Hanspeter Pfister <pfister@...>
Date: Mon Sep 12, 2005 9:09 pm
Subject: Re: Announcement: Intro CG class with GLSL
pfister@...
Send Email Send Email
 
Sorry, I don't make the rules, I only work for Harvard... ;-)

Auditing without credit, as far as I know, is indeed cheaper. I'll find
out how much.

- HP

Jesse Laeuchli wrote:
> welcome to higher education in america ;-)
> ----- Original Message -----
> To: "Multiple recipients of list OPENGL-GAMEDEV-L"
> <OPENGL-GAMEDEV-L@...>
> Sent: Monday, September 12, 2005 2:39 PM
>
>
>
>>1600$ is pretty steep.
>>Any way this class can be audited for less?
>>
>>Roland
>>
>>--- Hanspeter Pfister <pfister@...> wrote:
>>
>>
>>>CSCI E-234: Introduction to Computer Graphics and GPU Programming
>>>September 21, 2005 through January 18, 2006
>>>Harvard Extension School
>>>
>>>This class is also offered as a distance education course with
>>>archived
>>>and live video feeds.
>>>
>>>The goal of this class is to provide you with sufficient background
>>>to
>>>write computer graphics applications in OpenGL. This year - for the
>>>first time - we will introduce graphics processor unit (GPU)
>>>programming
>>>using the OpenGL Shading Language (GLSL). GPUs are widely used today
>>>to
>>>drive cutting-edge 3D game engines, virtual reality simulations, and
>>>film pre-production. GPUs have changed computer graphics and how we
>>>teach it. Students will learn how to program GPUs to perform a
>>>variety
>>>of tasks, such as 3D lighting, animation, image processing, and
>>>special
>>>effects.
>>>
>>>More details and syllabus at
>>>http://courses.dce.harvard.edu/~cscie234/
>>>-----
>>>FAQ and OpenGL Resources at:
>>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>
>>>--
>>>Author: Hanspeter Pfister
>>>  INET: pfister@...
>>>
>>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>>---------------------------------------------------------------------
>>>To REMOVE yourself from this mailing list, send an E-Mail message
>>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>>(or the name of mailing list you want to be removed from).  You may
>>>also send the HELP command for other information (like subscribing).
>>>
>>
>>
>>__________________________________________________
>>Do You Yahoo!?
>>Tired of spam?  Yahoo! Mail has the best spam protection around
>>http://mail.yahoo.com
>>-----
>>FAQ and OpenGL Resources at:
>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
>>--
>>Author: Roland Krause
>> INET: rokrau@...
>>
>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>---------------------------------------------------------------------
>>To REMOVE yourself from this mailing list, send an E-Mail message
>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>(or the name of mailing list you want to be removed from).  You may
>>also send the HELP command for other information (like subscribing).
>
>
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
-----
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the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
(or the name of mailing list you want to be removed from).  You may
also send the HELP command for other information (like subscribing).

#23846 From: "Dan Partelly" <dan_partelly@...>
Date: Mon Sep 12, 2005 9:49 pm
Subject: Re: Announcement: Intro CG class with GLSL
dan_partelly@...
Send Email Send Email
 
My personal opinion is that it really does not worth the money , altough is
a great curriculum.
Why I say it doesnt worth ? You can buy a book like "Mathematihics for 3d
game prograaming"
by Eric Lengyel or similar , couple it with a basic OpenGl book and with a
bit of determination
you will cover verything there for about 100$ and likely the same time. All
you need is some basic math knwledge to cover everything in the course.

It might worth auditing it if price is less than 200 USD. More, no, because
everything is available for free code on internet or in books. Unless you
want to pay for "Harward" brand, but in the end, a no certification course
is brandless. Keep your money and do something funny with them :P

Dan


----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L@...>
Sent: Tuesday, September 13, 2005 12:09 AM


>
> Sorry, I don't make the rules, I only work for Harvard... ;-)
>
> Auditing without credit, as far as I know, is indeed cheaper. I'll find
> out how much.
>
> - HP
>
> Jesse Laeuchli wrote:
>> welcome to higher education in america ;-)
>> ----- Original Message -----
>> To: "Multiple recipients of list OPENGL-GAMEDEV-L"
>> <OPENGL-GAMEDEV-L@...>
>> Sent: Monday, September 12, 2005 2:39 PM
>>
>>
>>
>>>1600$ is pretty steep.
>>>Any way this class can be audited for less?
>>>
>>>Roland
>>>
>>>--- Hanspeter Pfister <pfister@...> wrote:
>>>
>>>
>>>>CSCI E-234: Introduction to Computer Graphics and GPU Programming
>>>>September 21, 2005 through January 18, 2006
>>>>Harvard Extension School
>>>>
>>>>This class is also offered as a distance education course with
>>>>archived
>>>>and live video feeds.
>>>>
>>>>The goal of this class is to provide you with sufficient background
>>>>to
>>>>write computer graphics applications in OpenGL. This year - for the
>>>>first time - we will introduce graphics processor unit (GPU)
>>>>programming
>>>>using the OpenGL Shading Language (GLSL). GPUs are widely used today
>>>>to
>>>>drive cutting-edge 3D game engines, virtual reality simulations, and
>>>>film pre-production. GPUs have changed computer graphics and how we
>>>>teach it. Students will learn how to program GPUs to perform a
>>>>variety
>>>>of tasks, such as 3D lighting, animation, image processing, and
>>>>special
>>>>effects.
>>>>
>>>>More details and syllabus at
>>>>http://courses.dce.harvard.edu/~cscie234/
>>>>-----
>>>>FAQ and OpenGL Resources at:
>>>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>>
>>>>--
>>>>Author: Hanspeter Pfister
>>>>  INET: pfister@...
>>>>
>>>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>>>---------------------------------------------------------------------
>>>>To REMOVE yourself from this mailing list, send an E-Mail message
>>>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>>>(or the name of mailing list you want to be removed from).  You may
>>>>also send the HELP command for other information (like subscribing).
>>>>
>>>
>>>
>>>__________________________________________________
>>>Do You Yahoo!?
>>>Tired of spam?  Yahoo! Mail has the best spam protection around
>>>http://mail.yahoo.com
>>>-----
>>>FAQ and OpenGL Resources at:
>>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>
>>>--
>>>Author: Roland Krause
>>> INET: rokrau@...
>>>
>>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>>---------------------------------------------------------------------
>>>To REMOVE yourself from this mailing list, send an E-Mail message
>>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>>(or the name of mailing list you want to be removed from).  You may
>>>also send the HELP command for other information (like subscribing).
>>
>>
>> -----
>> FAQ and OpenGL Resources at:
>>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
> -----
> FAQ and OpenGL Resources at:
>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Hanspeter Pfister
>  INET: pfister@...
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
> ---------------------------------------------------------------------
> To REMOVE yourself from this mailing list, send an E-Mail message
> to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
> the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
> (or the name of mailing list you want to be removed from).  You may
> also send the HELP command for other information (like subscribing).

-----
FAQ and OpenGL Resources at:
   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--
Author: Dan Partelly
   INET: dan_partelly@...

Fat City Hosting, San Diego, California -- http://www.fatcity.com
---------------------------------------------------------------------
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also send the HELP command for other information (like subscribing).

#23847 From: Kent Quirk <kent_quirk@...>
Date: Tue Sep 13, 2005 2:56 am
Subject: Re: Announcement: Intro CG class with GLSL
kent_quirk@...
Send Email Send Email
 
a) Not everyone learns the same way. Some people learn much better from
a professor.
b) Particularly a professor who knows his stuff as well as Hanspeter.
Google him for more.
c) A friend of mine who got a graduate degree from Harvard Extension,
mostly by video, took a course from Hanspeter and called him one of the
best professors she'd ever had.

The "Harvard" brand is worth quite a bit (even though I hate to admit
it, having gone to a rival school).

     Kent
     (off to check on the corporate reimbursement policy!)


Dan Partelly wrote:

>My personal opinion is that it really does not worth the money , altough is
>a great curriculum.
>Why I say it doesnt worth ? You can buy a book like "Mathematihics for 3d
>game prograaming"
>by Eric Lengyel or similar , couple it with a basic OpenGl book and with a
>bit of determination
>you will cover verything there for about 100$ and likely the same time. All
>you need is some basic math knwledge to cover everything in the course.
>
>It might worth auditing it if price is less than 200 USD. More, no, because
>everything is available for free code on internet or in books. Unless you
>want to pay for "Harward" brand, but in the end, a no certification course
>is brandless. Keep your money and do something funny with them :P
>
>Dan
>
>
>----- Original Message -----
>To: "Multiple recipients of list OPENGL-GAMEDEV-L"
><OPENGL-GAMEDEV-L@...>
>Sent: Tuesday, September 13, 2005 12:09 AM
>
>
>
>
>>Sorry, I don't make the rules, I only work for Harvard... ;-)
>>
>>Auditing without credit, as far as I know, is indeed cheaper. I'll find
>>out how much.
>>
>>- HP
>>
>>Jesse Laeuchli wrote:
>>
>>
>>>welcome to higher education in america ;-)
>>>----- Original Message -----
>>>To: "Multiple recipients of list OPENGL-GAMEDEV-L"
>>><OPENGL-GAMEDEV-L@...>
>>>Sent: Monday, September 12, 2005 2:39 PM
>>>
>>>
>>>
>>>
>>>
>>>>1600$ is pretty steep.
>>>>Any way this class can be audited for less?
>>>>
>>>>Roland
>>>>
>>>>--- Hanspeter Pfister <pfister@...> wrote:
>>>>
>>>>
>>>>
>>>>
>>>>>CSCI E-234: Introduction to Computer Graphics and GPU Programming
>>>>>September 21, 2005 through January 18, 2006
>>>>>Harvard Extension School
>>>>>
>>>>>This class is also offered as a distance education course with
>>>>>archived
>>>>>and live video feeds.
>>>>>
>>>>>The goal of this class is to provide you with sufficient background
>>>>>to
>>>>>write computer graphics applications in OpenGL. This year - for the
>>>>>first time - we will introduce graphics processor unit (GPU)
>>>>>programming
>>>>>using the OpenGL Shading Language (GLSL). GPUs are widely used today
>>>>>to
>>>>>drive cutting-edge 3D game engines, virtual reality simulations, and
>>>>>film pre-production. GPUs have changed computer graphics and how we
>>>>>teach it. Students will learn how to program GPUs to perform a
>>>>>variety
>>>>>of tasks, such as 3D lighting, animation, image processing, and
>>>>>special
>>>>>effects.
>>>>>
>>>>>More details and syllabus at
>>>>>http://courses.dce.harvard.edu/~cscie234/
>>>>>-----
>>>>>FAQ and OpenGL Resources at:
>>>>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>>>
>>>>>--
>>>>>Author: Hanspeter Pfister
>>>>> INET: pfister@...
>>>>>
>>>>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>>>>---------------------------------------------------------------------
>>>>>To REMOVE yourself from this mailing list, send an E-Mail message
>>>>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>>>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>>>>(or the name of mailing list you want to be removed from).  You may
>>>>>also send the HELP command for other information (like subscribing).
>>>>>
>>>>>
>>>>>
>>>>__________________________________________________
>>>>Do You Yahoo!?
>>>>Tired of spam?  Yahoo! Mail has the best spam protection around
>>>>http://mail.yahoo.com
>>>>-----
>>>>FAQ and OpenGL Resources at:
>>>>http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>>
>>>>--
>>>>Author: Roland Krause
>>>>INET: rokrau@...
>>>>
>>>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>>>---------------------------------------------------------------------
>>>>To REMOVE yourself from this mailing list, send an E-Mail message
>>>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>>>(or the name of mailing list you want to be removed from).  You may
>>>>also send the HELP command for other information (like subscribing).
>>>>
>>>>
>>>-----
>>>FAQ and OpenGL Resources at:
>>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>
>>>
>>>
>>-----
>>FAQ and OpenGL Resources at:
>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
>>--
>>Author: Hanspeter Pfister
>> INET: pfister@...
>>
>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>---------------------------------------------------------------------
>>To REMOVE yourself from this mailing list, send an E-Mail message
>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>(or the name of mailing list you want to be removed from).  You may
>>also send the HELP command for other information (like subscribing).
>>
>>
>
>-----
>FAQ and OpenGL Resources at:
>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
>
>

-----
FAQ and OpenGL Resources at:
   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--
Author: Kent Quirk
   INET: kent_quirk@...

Fat City Hosting, San Diego, California -- http://www.fatcity.com
---------------------------------------------------------------------
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also send the HELP command for other information (like subscribing).

#23848 From: tSb <shaobin_tao@...>
Date: Tue Sep 13, 2005 8:44 am
Subject: Re: Announcement: Intro CG class with GLSL
shaobin_tao@...
Send Email Send Email
 
That is gouging similar to gas price :)

IIRC, a MIT course is ONLY around $800.



--- Jesse Laeuchli <jesse@...> wrote:

> welcome to higher education in america ;-)
> ----- Original Message -----
> To: "Multiple recipients of list OPENGL-GAMEDEV-L"
> <OPENGL-GAMEDEV-L@...>
> Sent: Monday, September 12, 2005 2:39 PM
>
>
> > 1600$ is pretty steep.
> > Any way this class can be audited for less?
> >
> > Roland
> >
> > --- Hanspeter Pfister <pfister@...> wrote:
> >
> >> CSCI E-234: Introduction to Computer Graphics and
> GPU Programming
> >> September 21, 2005 through January 18, 2006
> >> Harvard Extension School
> >>
> >> This class is also offered as a distance
> education course with
> >> archived
> >> and live video feeds.
> >>
> >> The goal of this class is to provide you with
> sufficient background
> >> to
> >> write computer graphics applications in OpenGL.
> This year - for the
> >> first time - we will introduce graphics processor
> unit (GPU)
> >> programming
> >> using the OpenGL Shading Language (GLSL). GPUs
> are widely used today
> >> to
> >> drive cutting-edge 3D game engines, virtual
> reality simulations, and
> >> film pre-production. GPUs have changed computer
> graphics and how we
> >> teach it. Students will learn how to program GPUs
> to perform a
> >> variety
> >> of tasks, such as 3D lighting, animation, image
> processing, and
> >> special
> >> effects.
> >>
> >> More details and syllabus at
> >> http://courses.dce.harvard.edu/~cscie234/
> >> -----
> >> FAQ and OpenGL Resources at:
> >>
>
http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
> >>
> >> --
> >> Author: Hanspeter Pfister
> >>   INET: pfister@...
> >>
> >> Fat City Hosting, San Diego, California --
> http://www.fatcity.com
> >>
>
---------------------------------------------------------------------
> >> To REMOVE yourself from this mailing list, send
> an E-Mail message
> >> to: ListGuru@... (note EXACT spelling of
> 'ListGuru') and in
> >> the message BODY, include a line containing:
> UNSUB OPENGL-GAMEDEV-L
> >> (or the name of mailing list you want to be
> removed from).  You may
> >> also send the HELP command for other information
> (like subscribing).
> >>
> >
> >
> > __________________________________________________
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam
> protection around
> > http://mail.yahoo.com
> > -----
> > FAQ and OpenGL Resources at:
> >
>
http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
> >
> > --
> > Author: Roland Krause
> >  INET: rokrau@...
> >
> > Fat City Hosting, San Diego, California --
> http://www.fatcity.com
> >
>
---------------------------------------------------------------------
> > To REMOVE yourself from this mailing list, send an
> E-Mail message
> > to: ListGuru@... (note EXACT spelling of
> 'ListGuru') and in
> > the message BODY, include a line containing: UNSUB
> OPENGL-GAMEDEV-L
> > (or the name of mailing list you want to be
> removed from).  You may
> > also send the HELP command for other information
> (like subscribing).
>
> -----
> FAQ and OpenGL Resources at:
>
>
http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Jesse Laeuchli
>   INET: jesse@...
>
> Fat City Hosting, San Diego, California --
> http://www.fatcity.com
>
---------------------------------------------------------------------
> To REMOVE yourself from this mailing list, send an
> E-Mail message
> to: ListGuru@... (note EXACT spelling of
> 'ListGuru') and in
> the message BODY, include a line containing: UNSUB
> OPENGL-GAMEDEV-L
> (or the name of mailing list you want to be removed
> from).  You may
> also send the HELP command for other information
> (like subscribing).
>




__________________________________
Yahoo! Mail - PC Magazine Editors' Choice 2005
http://mail.yahoo.com
-----
FAQ and OpenGL Resources at:
   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--
Author: tSb
   INET: shaobin_tao@...

Fat City Hosting, San Diego, California -- http://www.fatcity.com
---------------------------------------------------------------------
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also send the HELP command for other information (like subscribing).

#23849 From: "Dan Partelly" <dan_partelly@...>
Date: Tue Sep 13, 2005 3:16 pm
Subject: Re: Announcement: Intro CG class with GLSL
dan_partelly@...
Send Email Send Email
 
>> The "Harvard" brand is worth quite a bit

a. Im my oppinion is worthless as long as you do not get a cetification
course. Auditing and getting nothing
in the way of certification does not give you much, if any, brand advantage.
this, assuming you are able to self
educate yourself with freely , or cheap materials such as books.

b. Im not contesting the abilites of professor Hanspeter. It is not my place
to do so, nor do I have any intention
to do so.  Im sure he is a awesome teacher  and its a pleasure to
participate in his courses.

>> Some people learn much better from a profeessor

true true. They better be, after they pay 1600 US$. The ammount in itself
should be enough
to motivate them to learn. Still, I wonder if they would get similar results
if, after reading a
3d math book such as Eric Lengye;'s or S. Buss, they would burn 100 US$
bills every time they
make a mistake solving the exericses and dont learn the chapter.

Dan


----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L@...>
Sent: Tuesday, September 13, 2005 5:56 AM


> a) Not everyone learns the same way. Some people learn much better from a
> professor.
> b) Particularly a professor who knows his stuff as well as Hanspeter.
> Google him for more.
> c) A friend of mine who got a graduate degree from Harvard Extension,
> mostly by video, took a course from Hanspeter and called him one of the
> best professors she'd ever had.
>
> The "Harvard" brand is worth quite a bit (even though I hate to admit it,
> having gone to a rival school).
>
>    Kent
>    (off to check on the corporate reimbursement policy!)
>
>
> Dan Partelly wrote:
>
>>My personal opinion is that it really does not worth the money , altough
>>is a great curriculum.
>>Why I say it doesnt worth ? You can buy a book like "Mathematihics for 3d
>>game prograaming"
>>by Eric Lengyel or similar , couple it with a basic OpenGl book and with a
>>bit of determination
>>you will cover verything there for about 100$ and likely the same time.
>>All you need is some basic math knwledge to cover everything in the
>>course.
>>
>>It might worth auditing it if price is less than 200 USD. More, no,
>>because everything is available for free code on internet or in books.
>>Unless you want to pay for "Harward" brand, but in the end, a no
>>certification course is brandless. Keep your money and do something funny
>>with them :P
>>
>>Dan
>>
>>
>>----- Original Message -----
>>To: "Multiple recipients of list OPENGL-GAMEDEV-L"
>><OPENGL-GAMEDEV-L@...>
>>Sent: Tuesday, September 13, 2005 12:09 AM
>>
>>
>>
>>>Sorry, I don't make the rules, I only work for Harvard... ;-)
>>>
>>>Auditing without credit, as far as I know, is indeed cheaper. I'll find
>>>out how much.
>>>
>>>- HP
>>>
>>>Jesse Laeuchli wrote:
>>>
>>>>welcome to higher education in america ;-)
>>>>----- Original Message -----
>>>>To: "Multiple recipients of list OPENGL-GAMEDEV-L"
>>>><OPENGL-GAMEDEV-L@...>
>>>>Sent: Monday, September 12, 2005 2:39 PM
>>>>
>>>>
>>>>
>>>>
>>>>>1600$ is pretty steep.
>>>>>Any way this class can be audited for less?
>>>>>
>>>>>Roland
>>>>>
>>>>>--- Hanspeter Pfister <pfister@...> wrote:
>>>>>
>>>>>
>>>>>
>>>>>>CSCI E-234: Introduction to Computer Graphics and GPU Programming
>>>>>>September 21, 2005 through January 18, 2006
>>>>>>Harvard Extension School
>>>>>>
>>>>>>This class is also offered as a distance education course with
>>>>>>archived
>>>>>>and live video feeds.
>>>>>>
>>>>>>The goal of this class is to provide you with sufficient background
>>>>>>to
>>>>>>write computer graphics applications in OpenGL. This year - for the
>>>>>>first time - we will introduce graphics processor unit (GPU)
>>>>>>programming
>>>>>>using the OpenGL Shading Language (GLSL). GPUs are widely used today
>>>>>>to
>>>>>>drive cutting-edge 3D game engines, virtual reality simulations, and
>>>>>>film pre-production. GPUs have changed computer graphics and how we
>>>>>>teach it. Students will learn how to program GPUs to perform a
>>>>>>variety
>>>>>>of tasks, such as 3D lighting, animation, image processing, and
>>>>>>special
>>>>>>effects.
>>>>>>
>>>>>>More details and syllabus at
>>>>>>http://courses.dce.harvard.edu/~cscie234/
>>>>>>-----
>>>>>>FAQ and OpenGL Resources at:
>>>>>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>>>>
>>>>>>--
>>>>>>Author: Hanspeter Pfister
>>>>>> INET: pfister@...
>>>>>>
>>>>>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>>>>>---------------------------------------------------------------------
>>>>>>To REMOVE yourself from this mailing list, send an E-Mail message
>>>>>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>>>>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>>>>>(or the name of mailing list you want to be removed from).  You may
>>>>>>also send the HELP command for other information (like subscribing).
>>>>>>
>>>>>>
>>>>>__________________________________________________
>>>>>Do You Yahoo!?
>>>>>Tired of spam?  Yahoo! Mail has the best spam protection around
>>>>>http://mail.yahoo.com
>>>>>-----
>>>>>FAQ and OpenGL Resources at:
>>>>>http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>>>
>>>>>--
>>>>>Author: Roland Krause
>>>>>INET: rokrau@...
>>>>>
>>>>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>>>>---------------------------------------------------------------------
>>>>>To REMOVE yourself from this mailing list, send an E-Mail message
>>>>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>>>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>>>>(or the name of mailing list you want to be removed from).  You may
>>>>>also send the HELP command for other information (like subscribing).
>>>>>
>>>>-----
>>>>FAQ and OpenGL Resources at:
>>>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>>
>>>>
>>>-----
>>>FAQ and OpenGL Resources at:
>>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>>
>>>--
>>>Author: Hanspeter Pfister
>>> INET: pfister@...
>>>
>>>Fat City Hosting, San Diego, California -- http://www.fatcity.com
>>>---------------------------------------------------------------------
>>>To REMOVE yourself from this mailing list, send an E-Mail message
>>>to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
>>>the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
>>>(or the name of mailing list you want to be removed from).  You may
>>>also send the HELP command for other information (like subscribing).
>>
>>-----
>>FAQ and OpenGL Resources at:
>>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
>>
>
> -----
> FAQ and OpenGL Resources at:
>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Kent Quirk
>  INET: kent_quirk@...
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
> ---------------------------------------------------------------------
> To REMOVE yourself from this mailing list, send an E-Mail message
> to: ListGuru@... (note EXACT spelling of 'ListGuru') and in
> the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L
> (or the name of mailing list you want to be removed from).  You may
> also send the HELP command for other information (like subscribing).

-----
FAQ and OpenGL Resources at:
   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

--
Author: Dan Partelly
   INET: dan_partelly@...

Fat City Hosting, San Diego, California -- http://www.fatcity.com
---------------------------------------------------------------------
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also send the HELP command for other information (like subscribing).

#23850 From: "Stephen J Baker" <sjbaker@...>
Date: Tue Sep 13, 2005 3:16 pm
Subject: Re: Announcement: Intro CG class with GLSL
sjbaker@...
Send Email Send Email
 
tSb wrote:
> That is gouging similar to gas price :)

It's not 'gouging' when there are alternatives to choose from and
vendors can compete on price.

Gouging can only happen when you have a near monopoly and people
can't choose.

> IIRC, a MIT course is ONLY around $800.

So if you don't want to pay more, and you think it's a good course,
take that one.

If Harvard believe that their course is worth $1600 - then fine - people
will either agree with them - or not.  If they were wrong then they
won't get enough students and the course will fail (or it'll be a lot
cheaper next time around!)  If they were right and people flock to the
course in droves - then that truly *was* the value of the course and
there was nothing wrong with them charging whatever it's worth.

In the end, things are worth what people will pay for them.

-----------------------------------------------------------------------
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by a comment more predictive than "Watch this!"...it turns out that
this also applies to writing Fragment Shaders.
-----------------------------------------------------------------------
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L3Com/Link Simulation & Training (817)619-2466 (Fax)
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#23851 From: tSb <shaobin_tao@...>
Date: Tue Sep 13, 2005 6:59 pm
Subject: Re: Announcement: Intro CG class with GLSL
shaobin_tao@...
Send Email Send Email
 
Steve, HI:

Thanks for correcting me the wrong choice of
"gouging".

Take your statements as for gas, it will sound like.

If Enron believe that their electricity is worth $1600
- then fine - CA people will either agree with them -
or not.  If Enron is wrong then Enron
won't get enough customers and the comapny will fail
(or it'll be a lot cheaper next time around!)  If they
were right and CA people flock to buy the electricity
in droves - then that truly *was* the value of the
course and there was nothing wrong with them charging
whatever it's worth.

In the end, things are worth what people will pay
for them.





--- Stephen J Baker <sjbaker@...> wrote:

> tSb wrote:
> > That is gouging similar to gas price :)
>
> It's not 'gouging' when there are alternatives to
> choose from and
> vendors can compete on price.
>
> Gouging can only happen when you have a near
> monopoly and people
> can't choose.
>
> > IIRC, a MIT course is ONLY around $800.
>
> So if you don't want to pay more, and you think it's
> a good course,
> take that one.
>
> If Harvard believe that their course is worth $1600
> - then fine - people
> will either agree with them - or not.  If they were
> wrong then they
> won't get enough students and the course will fail
> (or it'll be a lot
> cheaper next time around!)  If they were right and
> people flock to the
> course in droves - then that truly *was* the value
> of the course and
> there was nothing wrong with them charging whatever
> it's worth.
>
> In the end, things are worth what people will pay
> for them.
>
>
-----------------------------------------------------------------------
> The second law of Frisbee throwing states: "Never
> precede any maneuver
> by a comment more predictive than "Watch this!"...it
> turns out that
> this also applies to writing Fragment Shaders.
>
-----------------------------------------------------------------------
> Steve Baker                      (817)619-2657
> (Vox/Vox-Mail)
> L3Com/Link Simulation & Training (817)619-2466 (Fax)
> Work: sjbaker@...           http://www.link.com
> Home: sjbaker1@...
> http://www.sjbaker.org
>
> -----
> FAQ and OpenGL Resources at:
>
>
http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
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>   INET: sjbaker@...
>
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> (like subscribing).
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#23852 From: "Stephen J Baker" <sjbaker@...>
Date: Tue Sep 13, 2005 8:29 pm
Subject: Re: Announcement: Intro CG class with GLSL
sjbaker@...
Send Email Send Email
 
tSb wrote:

> Thanks for correcting me the wrong choice of
> "gouging".
>
> Take your statements as for gas, it will sound like.
>
> If Enron believe that their electricity is worth $1600
> - then fine - CA people will either agree with them -
> or not.  If Enron is wrong then Enron
> won't get enough customers and the comapny will fail
> (or it'll be a lot cheaper next time around!)  If they
> were right and CA people flock to buy the electricity
> in droves - then that truly *was* the value of the
> course and there was nothing wrong with them charging
> whatever it's worth.

Remember I prefixed my comments with:

>> It's not 'gouging' when there are alternatives to
>> choose from and vendors can compete on price.

This is *WAY* off topic.  We should stop babbling on about it.

-----------------------------------------------------------------------
The second law of Frisbee throwing states: "Never precede any maneuver
by a comment more predictive than "Watch this!"...it turns out that
this also applies to writing Fragment Shaders.
-----------------------------------------------------------------------
Steve Baker                      (817)619-2657 (Vox/Vox-Mail)
L3Com/Link Simulation & Training (817)619-2466 (Fax)
Work: sjbaker@...           http://www.link.com
Home: sjbaker1@...       http://www.sjbaker.org

-----
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#23853 From: Hanspeter Pfister <pfister@...>
Date: Tue Sep 13, 2005 8:44 pm
Subject: Re: Announcement: Intro CG class with GLSL
pfister@...
Send Email Send Email
 
One last note to this topic: I checked with Harvard, and they do not
have a reduced rate for auditing - sorry.

And thanks to Kent Quirk for the nice comments about me (wildly
exaggerated ;-).

- Hanspeter

Stephen J Baker wrote:
> tSb wrote:
>
>> Thanks for correcting me the wrong choice of
>> "gouging".
>> Take your statements as for gas, it will sound like.
>>
>> If Enron believe that their electricity is worth $1600
>> - then fine - CA people will either agree with them -
>> or not.  If Enron is wrong then Enron
>> won't get enough customers and the comapny will fail
>> (or it'll be a lot cheaper next time around!)  If they
>> were right and CA people flock to buy the electricity
>> in droves - then that truly *was* the value of the
>> course and there was nothing wrong with them charging
>> whatever it's worth.
>
>
> Remember I prefixed my comments with:
>
>>> It's not 'gouging' when there are alternatives to
>>> choose from and vendors can compete on price.
>
>
> This is *WAY* off topic.  We should stop babbling on about it.
>
> -----------------------------------------------------------------------
> The second law of Frisbee throwing states: "Never precede any maneuver
> by a comment more predictive than "Watch this!"...it turns out that
> this also applies to writing Fragment Shaders.
> -----------------------------------------------------------------------
> Steve Baker                      (817)619-2657 (Vox/Vox-Mail)
> L3Com/Link Simulation & Training (817)619-2466 (Fax)
> Work: sjbaker@...           http://www.link.com
> Home: sjbaker1@...       http://www.sjbaker.org
>
> ----- FAQ and OpenGL Resources at:
>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>

--
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617-621-7566 phone  |                   201 Broadway
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#23854 From: "Dominic Curran" <dcurran@...>
Date: Thu Sep 15, 2005 12:07 pm
Subject: WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)
dcurran@...
Send Email Send Email
 
WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)

The Official OpenGL Site - News, downloads, tutorials, books & links:-
http://www.opengl.org/

The archive for this mailing list can be found at:-
http://www.egroups.com/list/opengl-gamedev-l/

The OpenGL GameDev FAQ:-
http://www.rush3d.com/opengl/

The EFnet OpenGL FAQ:-
http://www.geocities.com/SiliconValley/Park/5625/opengl/

The Omniverous Biped's FAQ:-
http://www.sjbaker.org/steve/omniv

OpenGL 1.1 Reference - This is pretty much the Blue book on-line:-
http://tc1.chemie.uni-bielefeld.de/doc/OpenGL/hp/Reference.html

Red Book online:-
http://fly.cc.fer.hr/~unreal/theredbook/

Manual Pages:-
http://pyopengl.sourceforge.net/documentation/manual/reference-GL.html

Information on the GLUT API:-
http://www.opengl.org/developers/documentation/glut.html

The Mesa 3-D graphics library:-
http://www.mesa3d.org

SGI OpenGL Sample Implementation (downloadable source):-
http://oss.sgi.com/projects/ogl-sample/

OpenGL site with a focused on Delphi (+ OpenGL Hardware Registry):-
http://www.delphi3d.net/

Game Tutorials - A number of OpenGL tutorials:-
http://www.gametutorials.com/

Some nice OpenGL tutorials for beginners:-
http://nehe.gamedev.net/

Humus - Some cool samples with code:-
http://esprit.campus.luth.se/~humus/

Nate Robins OpenGL Page (some tutorials and code)
http://www.xmission.com/~nate/opengl.html

Developer Sites for Apple, ATI & Nvidia:-
http://developer.apple.com/opengl/
http://mirror.ati.com/developer/index.html
http://developer.nvidia.com/

OpenGL Extension Registry:-
http://oss.sgi.com/projects/ogl-sample/registry/

The Charter for this mailing list can be found at OpenGl GameDev Site:-
http://www.geocities.com/SiliconValley/Hills/9956/OpenGL/

OpenGL Usenet groups:-
news:comp.graphics.api.opengl

This is a bi-weekly posting to OPENGL-GAMEDEV-L.

If you believe an amendment should be made to this posting please contact
Dominic at dominic_curran@...
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#23855 From: Rhadamés Carmona <rcarmona@...>
Date: Thu Sep 15, 2005 3:12 pm
Subject: retrieve OpenGL state from fragment program in CG
rcarmona@...
Send Email Send Email
 
Hi Guys

I am using CG, and I would want to retrieve opengl state from fragment
program. I just need to know (inside the fragment program) if 2d texture is
enable in one particular texture unit.

/********* main program ************/
glActiveTextureARB(GL_TEXTURE1_ARB);
if (any condition)
   glEnable(GL_TEXTURE_2D);
else

   glDisable(GL_TEXTURE_2D);

/* ----------------------------
fragment program:
well, how to retrieve "texture unit 1" status without
using parameters.
is it possible to retrieve this kind on information from glstate.*?
how?
... */


Thx guys!
RIX

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#23856 From: "Pat Brown \(OpenGL\)" <PBrown@...>
Date: Thu Sep 15, 2005 3:54 pm
Subject: RE: retrieve OpenGL state from fragment program in CG
PBrown@...
Send Email Send Email
 
There is no way to get at the texture enables in fragment programs.

Additionally, the texture enables have no impact on fragment program execution
-- you don't have to enable a texture to use it in your program.  An instruction
like

   TEX result.color, fragment.texcoord[0], texture[0], 2D;

says you want to use the 2D texture bound to texture image unit 0.  For each
texture image unit, the texture of the appropriate type is automatically
"enabled".

This is true of straight ARB_fragment_program, all Cg fragment program profiles,
and GLSL as well.

If you want to modify your program execution based on a condition, your best bet
is to probably use a program parameter/uniform to convey that information to
your program.  For ARB_fragment_program, that would be

   glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
                               (any condition) ? 1.0 : 0.0);

You can then use that value in your shader as needed.

Pat

-----Original Message-----
Sent: Thursday, September 15, 2005 11:12 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

Hi Guys

I am using CG, and I would want to retrieve opengl state from fragment
program. I just need to know (inside the fragment program) if 2d texture is
enable in one particular texture unit.

/********* main program ************/
glActiveTextureARB(GL_TEXTURE1_ARB);
if (any condition)
   glEnable(GL_TEXTURE_2D);
else

   glDisable(GL_TEXTURE_2D);

/* ----------------------------
fragment program:
well, how to retrieve "texture unit 1" status without
using parameters.
is it possible to retrieve this kind on information from glstate.*?
how?
... */


Thx guys!
RIX

-----
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   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

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#23857 From: Roland Krause <rokrau@...>
Date: Mon Sep 26, 2005 11:49 pm
Subject: enabling and disabling textures in display lists
rokrau@...
Send Email Send Email
 
Hi Folks,
Does it make sense to do the following: (Soooorrry for the awful pseudo
code...)

open display list
   draw something
   push the texture bit on the attribute stack
   enable textures
   do some texture magic and draw something with texture
   pop the attribute stack
   draw something else
close display list

Or should textures be enabled once up front globally and then be left
on for the entire time. Are there any disadvantages of the above
approach? Will it buy me anything?

Thanks and best regards,
Roland

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#23858 From: "Dominic Curran" <dcurran@...>
Date: Sat Oct 1, 2005 11:19 am
Subject: WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)
dcurran@...
Send Email Send Email
 
WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting)

The Official OpenGL Site - News, downloads, tutorials, books & links:-
http://www.opengl.org/

The archive for this mailing list can be found at:-
http://www.egroups.com/list/opengl-gamedev-l/

The OpenGL GameDev FAQ:-
http://www.rush3d.com/opengl/

The EFnet OpenGL FAQ:-
http://www.geocities.com/SiliconValley/Park/5625/opengl/

The Omniverous Biped's FAQ:-
http://www.sjbaker.org/steve/omniv

OpenGL 1.1 Reference - This is pretty much the Blue book on-line:-
http://tc1.chemie.uni-bielefeld.de/doc/OpenGL/hp/Reference.html

Red Book online:-
http://fly.cc.fer.hr/~unreal/theredbook/

Manual Pages:-
http://pyopengl.sourceforge.net/documentation/manual/reference-GL.html

Information on the GLUT API:-
http://www.opengl.org/developers/documentation/glut.html

The Mesa 3-D graphics library:-
http://www.mesa3d.org

SGI OpenGL Sample Implementation (downloadable source):-
http://oss.sgi.com/projects/ogl-sample/

OpenGL site with a focused on Delphi (+ OpenGL Hardware Registry):-
http://www.delphi3d.net/

Game Tutorials - A number of OpenGL tutorials:-
http://www.gametutorials.com/

Some nice OpenGL tutorials for beginners:-
http://nehe.gamedev.net/

Humus - Some cool samples with code:-
http://esprit.campus.luth.se/~humus/

Nate Robins OpenGL Page (some tutorials and code)
http://www.xmission.com/~nate/opengl.html

Developer Sites for Apple, ATI & Nvidia:-
http://developer.apple.com/opengl/
http://mirror.ati.com/developer/index.html
http://developer.nvidia.com/

OpenGL Extension Registry:-
http://oss.sgi.com/projects/ogl-sample/registry/

The Charter for this mailing list can be found at OpenGl GameDev Site:-
http://www.geocities.com/SiliconValley/Hills/9956/OpenGL/

OpenGL Usenet groups:-
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This is a bi-weekly posting to OPENGL-GAMEDEV-L.

If you believe an amendment should be made to this posting please contact
Dominic at dominic_curran@...
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#23859 From: Roland Krause <rokrau@...>
Date: Mon Oct 3, 2005 7:54 pm
Subject: textures and the attribute stack
rokrau@...
Send Email Send Email
 
Couple of weeks ago I asked a question about textures and displaylists.
Didn't get any answers, so I am trying to ask the question in a bit
different way:

Say I do this:

GLuint it;
glGenTextures(1,&it);
glBindTexture(GL_TEXTURE_2D,it);
/* ... create my texture
    ...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexImage2D(GL_TEXTURE_2D,...
    ...
    ... */
glBindTexture(GL_TEXTURE_2D,0);

/* now i want to use it */

glPushAttribute(GL_TEXTURE_BIT); /// PUSH
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,it);

glBegin(GL_QUAD);
for (unsigned int i=0 ; i<n ; ++i)
{
   glTexCoord2i(r[i],s[i]);
   glVertex3i(x[i],y[i],z[i]);
}
glEnd();

glPopAttribute();    /// POP

My question is: Which texture is now "bound", "it" or the default
texture?

I.e. is the currently bound texture pushed on the attribute stack or
not?

Thanks and best regards,

Roland



-----
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#23860 From: Grzegorz Bogucki <grzegorz.bogucki@...>
Date: Tue Oct 4, 2005 9:24 am
Subject: Re: textures and the attribute stack
grzegorz.bogucki@...
Send Email Send Email
 
As it's specified in reference manual( f.e. http://pyopengl.sourceforge.net/documentation/manual/glPushAttrib.3G.html ), pushing GL_TEXTURE_BIT attributes saves texture bindings, so the texture bound after glPopAttrib should be the texture bound before glPushAttrib( GL_TEXTURE_BIT). What saves GL_TEXTURE_BIT(among others):

GL_TEXTURE_BIT   
     [...]
     Current texture bindings (for example, GL_TEXTURE_BINDING_2D)
     [...]
 
On 10/3/05, Roland Krause <rokrau@...> wrote:
Couple of weeks ago I asked a question about textures and displaylists.
Didn't get any answers, so I am trying to ask the question in a bit
different way:

Say I do this:

GLuint it;
glGenTextures(1,&it);
glBindTexture(GL_TEXTURE_2D,it);
/* ... create my texture
   ...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexImage2D(GL_TEXTURE_2D,...
   ...
   ... */
glBindTexture(GL_TEXTURE_2D,0);

/* now i want to use it */

glPushAttribute(GL_TEXTURE_BIT); /// PUSH
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,it);

glBegin(GL_QUAD);
for (unsigned int i=0 ; i<n ; ++i)
{
  glTexCoord2i(r[i],s[i]);
  glVertex3i(x[i],y[i],z[i]);
}
glEnd();

glPopAttribute();    /// POP

My question is: Which texture is now "bound", "it" or the default
texture?

I.e. is the currently bound texture pushed on the attribute stack or
not?

Thanks and best regards,

Roland



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#23861 From: Roland Krause <rokrau@...>
Date: Tue Oct 4, 2005 5:39 pm
Subject: Re: textures and the attribute stack
rokrau@...
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Thanks very much,
I'll bookmark the reference.

Roland


--- Grzegorz Bogucki <grzegorz.bogucki@...> wrote:

> As it's specified in reference manual( f.e.
>
http://pyopengl.sourceforge.net/documentation/manual/glPushAttrib.3G.html
> ),
> pushing GL_TEXTURE_BIT attributes saves texture bindings, so the
> texture
> bound after glPopAttrib should be the texture bound before
> glPushAttrib(
> GL_TEXTURE_BIT). What saves GL_TEXTURE_BIT(among others):
>
> GL_TEXTURE_BIT
> [...]
> Current texture bindings (for example, GL_TEXTURE_BINDING_2D)
> [...]
>
> On 10/3/05, Roland Krause <rokrau@...> wrote:
> >
> > Couple of weeks ago I asked a question about textures and
> displaylists.
> > Didn't get any answers, so I am trying to ask the question in a bit
> > different way:

-----
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#23862 From: Rhadamés Carmona <rcarmona@...>
Date: Fri Oct 7, 2005 3:24 am
Subject: GLSL + 6800 + Multiple steps by frame
rcarmona@...
Send Email Send Email
 
Hello Everybody

I am programming with 3D textures and GLSL. At some point, I was interested
in making 2 renderings in one frame, for comparrison...

void DrawScene()
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   Render();
   glFlush();
   ReadFrameBuffer(A);
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   Render();
   glFlush();
   ReadFrameBuffer(B);
   difference = B-A;
   // Do something with difference, here!....
   glFlnish();
   glutSwapBuffer();
}

The second rendering is not correct... I get a mess. But, If I put an
Sleep(200) after every glFluch, everything is ok!.... Coudl you give me any
clue about what the hell is goiing on?

Cheers Guys!

Rix

Note: I am using latest drivers....

-----
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#23863 From: Anteru <Anteru@...>
Date: Fri Oct 7, 2005 7:09 am
Subject: Re: GLSL + 6800 + Multiple steps by frame
Anteru@...
Send Email Send Email
 
You need to call glFinish (), not glFlush (). glFlush () means that all
commands are passed to OpenGL for processing - not that the processing
has finished (for example, if you use OpenGL via Network, glFlush ()
send all commands in a packet). glFinish () on the other hand does wait
until the rendering has finished.

Cheers

Matthäus Chajdas

Rhadamés Carmona schrieb:
> Hello Everybody
>
> I am programming with 3D textures and GLSL. At some point, I was interested
> in making 2 renderings in one frame, for comparrison...
>
> void DrawScene()
> {
>   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>   Render();
>   glFlush();
>   ReadFrameBuffer(A);
>   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>   Render();
>   glFlush();
>   ReadFrameBuffer(B);
>   difference = B-A;
>   // Do something with difference, here!....
>   glFlnish();
>   glutSwapBuffer();
> }
>
> The second rendering is not correct... I get a mess. But, If I put an
> Sleep(200) after every glFluch, everything is ok!.... Coudl you give me any
> clue about what the hell is goiing on?
>
> Cheers Guys!
>
> Rix
>
> Note: I am using latest drivers....
>
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
-----
FAQ and OpenGL Resources at:
   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

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#23864 From: "Evan Hart" <ehart@...>
Date: Fri Oct 7, 2005 3:39 pm
Subject: RE: GLSL + 6800 + Multiple steps by frame
ehart@...
Send Email Send Email
 
Actually, assuming that the read is done with a normal glReadPixels, neither
glFlush nor glFinish are required, because OpenGL commands are guaranteed (to
appear) to complete in-order given a single context. It sounds like a driver bug
to me, or you are doing something that explicitly allows synchronous operations
and not accounting for it.

   -Evan


-----Original Message-----
Sent: Friday, October 07, 2005 3:09 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

You need to call glFinish (), not glFlush (). glFlush () means that all
commands are passed to OpenGL for processing - not that the processing
has finished (for example, if you use OpenGL via Network, glFlush ()
send all commands in a packet). glFinish () on the other hand does wait
until the rendering has finished.

Cheers

Matthäus Chajdas

Rhadamés Carmona schrieb:
> Hello Everybody
>
> I am programming with 3D textures and GLSL. At some point, I was interested
> in making 2 renderings in one frame, for comparrison...
>
> void DrawScene()
> {
>   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>   Render();
>   glFlush();
>   ReadFrameBuffer(A);
>   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>   Render();
>   glFlush();
>   ReadFrameBuffer(B);
>   difference = B-A;
>   // Do something with difference, here!....
>   glFlnish();
>   glutSwapBuffer();
> }
>
> The second rendering is not correct... I get a mess. But, If I put an
> Sleep(200) after every glFluch, everything is ok!.... Coudl you give me any
> clue about what the hell is goiing on?
>
> Cheers Guys!
>
> Rix
>
> Note: I am using latest drivers....
>
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
-----
FAQ and OpenGL Resources at:
   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

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also send the HELP command for other information (like subscribing).



-----
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#23865 From: "William Damon" <wdamon@...>
Date: Fri Oct 7, 2005 3:39 pm
Subject: RE: GLSL + 6800 + Multiple steps by frame
wdamon@...
Send Email Send Email
 
You might consider using FBOs and rendering to offscreen color and depth buffers
to save yourself two read-backs of the frame buffer.
-wd

-----Original Message-----
Sent: Friday, October 07, 2005 3:09 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

You need to call glFinish (), not glFlush (). glFlush () means that all
commands are passed to OpenGL for processing - not that the processing
has finished (for example, if you use OpenGL via Network, glFlush ()
send all commands in a packet). glFinish () on the other hand does wait
until the rendering has finished.

Cheers

Matthäus Chajdas

Rhadamés Carmona schrieb:
> Hello Everybody
>
> I am programming with 3D textures and GLSL. At some point, I was interested
> in making 2 renderings in one frame, for comparrison...
>
> void DrawScene()
> {
>   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>   Render();
>   glFlush();
>   ReadFrameBuffer(A);
>   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>   Render();
>   glFlush();
>   ReadFrameBuffer(B);
>   difference = B-A;
>   // Do something with difference, here!....
>   glFlnish();
>   glutSwapBuffer();
> }
>
> The second rendering is not correct... I get a mess. But, If I put an
> Sleep(200) after every glFluch, everything is ok!.... Coudl you give me any
> clue about what the hell is goiing on?
>
> Cheers Guys!
>
> Rix
>
> Note: I am using latest drivers....
>
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
-----
FAQ and OpenGL Resources at:
   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

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also send the HELP command for other information (like subscribing).



-----
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#23866 From: "Cass Everitt" <CEveritt@...>
Date: Fri Oct 7, 2005 5:04 pm
Subject: RE: GLSL + 6800 + Multiple steps by frame
CEveritt@...
Send Email Send Email
 
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 extension like PDR that requires the app to use fences
or similar.)

   Perhaps you can contact me offline?

									 Thanks -
									 Cass

> -----Original Message-----
> From: ml-errors@... [mailto:ml-errors@...] On
> Behalf Of Evan Hart
> Sent: Friday, October 07, 2005 10:39 AM
> To: Multiple recipients of list OPENGL-GAMEDEV-L
> Subject: 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 appear) to
> complete in-order given a single context. It sounds like a
> driver bug to me, or you are doing something that explicitly
> allows synchronous operations and not accounting for it.
>
>   -Evan
>
>
> -----Original Message-----
> Sent: Friday, October 07, 2005 3:09 AM
> To: Multiple recipients of list OPENGL-GAMEDEV-L
>
> You need to call glFinish (), not glFlush (). glFlush ()
> means that all
> commands are passed to OpenGL for processing - not that the
> processing
> has finished (for example, if you use OpenGL via Network, glFlush ()
> send all commands in a packet). glFinish () on the other hand
> does wait
> until the rendering has finished.
>
> Cheers
>
> Matthäus Chajdas
>
> Rhadamés Carmona schrieb:
> > Hello Everybody
> >
> > I am programming with 3D textures and GLSL. At some point, I was
> > interested
> > in making 2 renderings in one frame, for comparrison...
> >
> > void DrawScene()
> > {
> >   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
> >   Render();
> >   glFlush();
> >   ReadFrameBuffer(A);
> >   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
> >   Render();
> >   glFlush();
> >   ReadFrameBuffer(B);
> >   difference = B-A;
> >   // Do something with difference, here!....
> >   glFlnish();
> >   glutSwapBuffer();
> > }
> >
> > The second rendering is not correct... I get a mess. But,
> If I put an
> > Sleep(200) after every glFluch, everything is ok!.... Coudl
> you give me any
> > clue about what the hell is goiing on?
> >
> > Cheers Guys!
> >
> > Rix
> >
> > Note: I am using latest drivers....
> >
> > -----
> > FAQ and OpenGL Resources at:
> >   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
> >
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Anteru
>   INET: Anteru@...
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
> ---------------------------------------------------------------------
> To REMOVE yourself from this mailing list, send an E-Mail message
> to: ListGuru@... (note EXACT spelling of 'ListGuru')
> and in the message BODY, include a line containing: UNSUB
> OPENGL-GAMEDEV-L (or the name of mailing list you want to be
> removed from).  You may also send the HELP command for other
> information (like subscribing).
>
>
>
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Evan Hart
>   INET: ehart@...
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
> ---------------------------------------------------------------------
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> removed from).  You may also send the HELP command for other
> information (like subscribing).
>

-----
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#23867 From: Rhadamés Carmona <rcarmona@...>
Date: Sat Oct 8, 2005 12:54 am
Subject: Re: GLSL + 6800 + Multiple steps by frame
rcarmona@...
Send Email Send Email
 
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 VC++
Bug... or might be a side effect....

Cheers
RIX



----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L@...>
Sent: Friday, October 07, 2005 1:04 PM


>
> 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 extension like PDR that requires the app to use fences
> or similar.)
>
>  Perhaps you can contact me offline?
>
> Thanks -
> Cass
>
>> -----Original Message-----
>> From: ml-errors@... [mailto:ml-errors@...] On
>> Behalf Of Evan Hart
>> Sent: Friday, October 07, 2005 10:39 AM
>> To: Multiple recipients of list OPENGL-GAMEDEV-L
>> Subject: 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 appear) to
>> complete in-order given a single context. It sounds like a
>> driver bug to me, or you are doing something that explicitly
>> allows synchronous operations and not accounting for it.
>>
>>   -Evan
>>
>>
>> -----Original Message-----
>> Sent: Friday, October 07, 2005 3:09 AM
>> To: Multiple recipients of list OPENGL-GAMEDEV-L
>>
>> You need to call glFinish (), not glFlush (). glFlush ()
>> means that all
>> commands are passed to OpenGL for processing - not that the
>> processing
>> has finished (for example, if you use OpenGL via Network, glFlush ()
>> send all commands in a packet). glFinish () on the other hand
>> does wait
>> until the rendering has finished.
>>
>> Cheers
>>
>> Matthäus Chajdas
>>
>> Rhadamés Carmona schrieb:
>> > Hello Everybody
>> >
>> > I am programming with 3D textures and GLSL. At some point, I was
>> > interested
>> > in making 2 renderings in one frame, for comparrison...
>> >
>> > void DrawScene()
>> > {
>> >   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>> >   Render();
>> >   glFlush();
>> >   ReadFrameBuffer(A);
>> >   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>> >   Render();
>> >   glFlush();
>> >   ReadFrameBuffer(B);
>> >   difference = B-A;
>> >   // Do something with difference, here!....
>> >   glFlnish();
>> >   glutSwapBuffer();
>> > }
>> >
>> > The second rendering is not correct... I get a mess. But,
>> If I put an
>> > Sleep(200) after every glFluch, everything is ok!.... Coudl
>> you give me any
>> > clue about what the hell is goiing on?
>> >
>> > Cheers Guys!
>> >
>> > Rix
>> >
>> > Note: I am using latest drivers....
>> >
>> > -----
>> > FAQ and OpenGL Resources at:
>> >   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>> >
>> -----
>> FAQ and OpenGL Resources at:
>>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
>> --
>> Author: Anteru
>>   INET: Anteru@...
>>
>> Fat City Hosting, San Diego, California -- http://www.fatcity.com
>> ---------------------------------------------------------------------
>> To REMOVE yourself from this mailing list, send an E-Mail message
>> to: ListGuru@... (note EXACT spelling of 'ListGuru')
>> and in the message BODY, include a line containing: UNSUB
>> OPENGL-GAMEDEV-L (or the name of mailing list you want to be
>> removed from).  You may also send the HELP command for other
>> information (like subscribing).
>>
>>
>>
>> -----
>> FAQ and OpenGL Resources at:
>>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>>
>> --
>> Author: Evan Hart
>>   INET: ehart@...
>>
>> Fat City Hosting, San Diego, California -- http://www.fatcity.com
>> ---------------------------------------------------------------------
>> To REMOVE yourself from this mailing list, send an E-Mail message
>> to: ListGuru@... (note EXACT spelling of 'ListGuru')
>> and in the message BODY, include a line containing: UNSUB
>> OPENGL-GAMEDEV-L (or the name of mailing list you want to be
>> removed from).  You may also send the HELP command for other
>> information (like subscribing).
>>
>
> -----
> FAQ and OpenGL Resources at:
>  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Cass Everitt
>  INET: CEveritt@...
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
> ---------------------------------------------------------------------
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-----
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