Okay, this may seem like a silly question, but what is the recommended method for doing multi-pass rendering? Right now I'm nudging the near and far clip ...
Seumas McNally
longbow@...
Mar 1, 1999 8:21 am
11269
... // start with these values, and fudge until it works for your app glPolygonOffset(1.0f, 1.0f); glEnable(GL_POLYGON_OFFSET_FILL); ... I recommend LEQUAL. ...
Michael I. Gold
gold@...
Mar 1, 1999 11:08 am
11270
While we're kinda-almost talking about multitexture (well, not really, but whatever), I was wondering a while ago if there were any good resources on the...
Brian H. Sharp
brian_sharp@...
Mar 1, 1999 1:14 pm
11271
... The ARB_multitexture spec is included in the OpenGL 1.2.1 spec, in the appendix. http://www.opengl.org/Documentation/Specs.html ... ARB_multitexture adds...
Michael I. Gold
gold@...
Mar 1, 1999 2:07 pm
11272
You are limited to using the TexEnv modes until an extension is put into effect which will allow you to access the blending funtionality of the multitexture...
Mayers, P J
p.mayers@...
Mar 1, 1999 2:21 pm
11273
... Yes - that's true - but the problem is that if even one doesn't then you have to have the code to swap the bytes yourself - so you might as well use that...
Stephen J Baker
sjbaker@...
Mar 1, 1999 2:37 pm
11274
You should use fathoms; yeah, uh-huh, definitely fathoms. Very sparkly. No, seriously, we debated this endlessly when we were designing VRML. We settled on...
Gavin Bell
gavin@...
Mar 1, 1999 2:50 pm
11275
In reference to the original question, I would recommend rendering the _same_ geometry on both passes and not worry about polygon offset. (I use LEQUAL, BTW.)...
Jason Mitchell
JasonM@...
Mar 1, 1999 2:52 pm
11276
... Yes - every OpenGL implementation on the planet uses 'float' internally for things like vertex storage, so use whatever units seem right. So long as you...
Stephen J Baker
sjbaker@...
Mar 1, 1999 3:07 pm
11277
Thanks for all of the responses. I think I get the general idea. I will probably use 1 unit = 1 meter for my current work because its easy on the brain (mine...
Dave Barrett
dave.barrett@...
Mar 1, 1999 3:37 pm
11278
I hope these questions are worth asking: 1) Does glFlush() block until it's done? I was hoping to do calcs while I was rendering... can I do this? (i.e....
Brown, Josh
joshb@...
Mar 1, 1999 7:09 pm
11279
1) I can't remember off the top of my head, but out of glFinish and glFlush, one blocks and one doesn't. I think Finish doesn't. 2) Don't put any...
Mayers, P J
p.mayers@...
Mar 1, 1999 8:51 pm
11280
... You can do the time deviate d/dt q = d/dt ( cos(theta(t)/2), sin(theta(t)/2)*n ) in all its beauty. Your code snipplet indicates that you do not have...
Bernd Kreimeier
bk@...
Mar 1, 1999 8:54 pm
11281
... Yes - that's the entire purpose of it. ... Yes - do your calculations and *then* call glFlush (except that under most circumstances, the only time you'd...
Stephen J Baker
sjbaker@...
Mar 1, 1999 9:21 pm
11282
Um, I thought -Z was into the screen. Right handed system. ... FAQ and OpenGL Resources at: http://www.3dgamedev.com/resources/openglfaq.txt -- Author: INET:...
Benton Jackson
benton@...
Mar 1, 1999 9:42 pm
11283
Hello, I want to use OpenGL only for rasteration. The question is how to set up the matrices for optimal performance. Are there any performance difference...
Jesper Rudberg
jesper@...
Mar 1, 1999 11:10 pm
11284
... You ppl. underestimate your own interpretive talents. You understood the question, everything else is irrelevant. :-) ... Ok, this basically proves that...
Adam Moravanszky
admiral@...
Mar 1, 1999 11:12 pm
11285
... Have you looked at Michael Gold's rasonly.c (and rasonly2.c - it's subtly different)??? If you go through the code, you'll learn everything you need to...
Leath Muller
leathm@...
Mar 2, 1999 12:21 am
11286
... glFlush() blocks. If I recall it was designed for client/server setup's, and passing a glFlush() causes all remaining gl commands to be drawn before ...
Leath Muller
leathm@...
Mar 2, 1999 12:23 am
11287
Um, there seems to be some confusion on this issue. glFinish() blocks. glFlush() doesn't have to, though it might on some systems. Allen ... FAQ and OpenGL...
akin@...
Mar 2, 1999 1:07 am
11288
... Aah, back to front... Sorry... :) Leathal. ... FAQ and OpenGL Resources at: http://www.3dgamedev.com/resources/openglfaq.txt -- Author: Leath Muller INET:...
Leath Muller
leathm@...
Mar 2, 1999 2:51 am
11289
... No, I think it was mainly that the cars just weren't going fast enough. You could watch from the top view and it just looked really slow. ... FAQ and...
Sean L. Palmer
spalmer@...
Mar 2, 1999 2:52 am
11290
... So people who want to model the solar system or microbacteria wars are just doomed to precision problems. Thanks. Thanks alot! ;) In MAX they allow you...
Sean L. Palmer
spalmer@...
Mar 2, 1999 2:54 am
11291
Addemdum for 4. How do I do alpha blending? 4) Heres my pseudo-pseudo code for blending. Other than that I have no blending specific code. Do I need to do any...
Brown, Josh
joshb@...
Mar 2, 1999 2:56 am
11292
... sin/cos aren't that expensive. You're doing over 16 multiplies more than this version instead, which balances out (kind of) and this ALWAYS generates a...
Sean L. Palmer
spalmer@...
Mar 2, 1999 2:58 am
11293
... I know Allen already mentioned this, but to reinforce his statement: Finish() blocks until rendering is complete. Flush() starts rendering and may or may...
Michael I. Gold
gold@...
Mar 2, 1999 3:00 am
11294
... Errr, no. glFinish() will block. glFlush() returns after requesting that an implementation to send or begin rendering any pending OpenGL commands. ...
Dave Shreiner
shreiner@...
Mar 2, 1999 3:03 am
11295
... Are you sure that you wish to use destination alpha? "Normal" alpha blending is a bit different. For all my objects if object is transparent put in an...
Peter Pettersson
ppettersson@...
Mar 2, 1999 3:54 am
11296
... Said another way calling glFinish() will cause all previous rendering requests to complete in finite time. -tom ATI Research ... FAQ and OpenGL Resources...
Tom Frisinger
tfrisinger@...
Mar 2, 1999 4:21 am
11297
... Even though I got this completely back to front... ;) I have found that all implementations return immediately whether your doing a glFlush() or a...