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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
Mar 1, 1999 3:07 pm
... Yes - every OpenGL implementation on the planet uses 'float39; internally for things like vertex storage, so use whatever units seem right. So long as you...
11277
Dave Barrett
dave.barrett@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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@...
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...