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Messages 11268 - 11297 of 23867   Oldest  |  < Older  |  Newer >  |  Newest
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11268 Seumas McNally
longbow@... Send Email
Mar 1, 1999
8:21 am
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 ...
11269 Michael I. Gold
gold@... Send Email
Mar 1, 1999
11:08 am
... // 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. ...
11270 Brian H. Sharp
brian_sharp@... Send Email
Mar 1, 1999
1:14 pm
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...
11271 Michael I. Gold
gold@... Send Email
Mar 1, 1999
2:07 pm
... 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...
11272 Mayers, P J
p.mayers@... Send Email
Mar 1, 1999
2:21 pm
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...
11273 Stephen J Baker
sjbaker@... Send Email
Mar 1, 1999
2:37 pm
... 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...
11274 Gavin Bell
gavin@... Send Email
Mar 1, 1999
2:50 pm
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...
11275 Jason Mitchell
JasonM@... Send Email
Mar 1, 1999
2:52 pm
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.)...
11276 Stephen J Baker
sjbaker@... Send Email
Mar 1, 1999
3:07 pm
... Yes - every OpenGL implementation on the planet uses 'float&#39; internally for things like vertex storage, so use whatever units seem right. So long as you...
11277 Dave Barrett
dave.barrett@... Send Email
Mar 1, 1999
3:37 pm
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...
11278 Brown, Josh
joshb@... Send Email
Mar 1, 1999
7:09 pm
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....
11279 Mayers, P J
p.mayers@... Send Email
Mar 1, 1999
8:51 pm
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...
11280 Bernd Kreimeier
bk@... Send Email
Mar 1, 1999
8:54 pm
... 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...
11281 Stephen J Baker
sjbaker@... Send Email
Mar 1, 1999
9:21 pm
... 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...
11282 Benton Jackson
benton@... Send Email
Mar 1, 1999
9:42 pm
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:...
11283 Jesper Rudberg
jesper@... Send Email
Mar 1, 1999
11:10 pm
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...
11284 Adam Moravanszky
admiral@... Send Email
Mar 1, 1999
11:12 pm
... You ppl. underestimate your own interpretive talents. You understood the question, everything else is irrelevant. :-) ... Ok, this basically proves that...
11285 Leath Muller
leathm@... Send Email
Mar 2, 1999
12:21 am
... 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...
11286 Leath Muller
leathm@... Send Email
Mar 2, 1999
12:23 am
... 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 ...
11287 akin@... Send Email Mar 2, 1999
1:07 am
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...
11288 Leath Muller
leathm@... Send Email
Mar 2, 1999
2:51 am
... Aah, back to front... Sorry... :) Leathal. ... FAQ and OpenGL Resources at: http://www.3dgamedev.com/resources/openglfaq.txt -- Author: Leath Muller INET:...
11289 Sean L. Palmer
spalmer@... Send Email
Mar 2, 1999
2:52 am
... 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...
11290 Sean L. Palmer
spalmer@... Send Email
Mar 2, 1999
2:54 am
... 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...
11291 Brown, Josh
joshb@... Send Email
Mar 2, 1999
2:56 am
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...
11292 Sean L. Palmer
spalmer@... Send Email
Mar 2, 1999
2:58 am
... 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...
11293 Michael I. Gold
gold@... Send Email
Mar 2, 1999
3:00 am
... I know Allen already mentioned this, but to reinforce his statement: Finish() blocks until rendering is complete. Flush() starts rendering and may or may...
11294 Dave Shreiner
shreiner@... Send Email
Mar 2, 1999
3:03 am
... Errr, no. glFinish() will block. glFlush() returns after requesting that an implementation to send or begin rendering any pending OpenGL commands. ...
11295 Peter Pettersson
ppettersson@... Send Email
Mar 2, 1999
3:54 am
... 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...
11296 Tom Frisinger
tfrisinger@... Send Email
Mar 2, 1999
4:21 am
... Said another way calling glFinish() will cause all previous rendering requests to complete in finite time. -tom ATI Research ... FAQ and OpenGL Resources...
11297 Leath Muller
leathm@... Send Email
Mar 2, 1999
4:39 am
... Even though I got this completely back to front... ;) I have found that all implementations return immediately whether your doing a glFlush() or a...
Messages 11268 - 11297 of 23867   Oldest  |  < Older  |  Newer >  |  Newest
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