** Welcome to the OpenGL Game Developers Mailing List! ** ### PLEASE SAVE THIS MESSAGE -- IT CONTAINS UNSUBSCRIPTION INFORMATION ### Table Of Contents ... 1)...
LISTGURU@...
Dec 28, 1999 12:03 am
11969
... I inadvertently "discovered" this solution myself while cleaning up the shutdown code. Thanks for the tip. Jason 379 ... FAQ and OpenGL Resources at: ...
J. Perkins
jason@...
Dec 28, 1999 12:36 am
11970
I'm trying to texture using one texture that contains multiple sub-textures. There are several reasons to do that, among them are that 3D Studio Max supports...
Eran Rich
eran@...
Dec 28, 1999 1:08 am
11971
... To: Multiple recipients of list OPENGL-GAMEDEV-L <OPENGL-GAMEDEV-L@...> Sent: Monday, 27 December 1999 16:56 ... Good!!! temp = x x = y y = temp ...
John Judd
jejudd@...
Dec 28, 1999 8:52 am
11972
Perhaps your texture is set to wrap, with GL_REPEAT tiling. You could get bilinear filtering with pixels on the other side of the font texture. ... FAQ and...
Sean L. Palmer
spalmer@...
Dec 28, 1999 10:10 am
11973
... I am very interested in software engineering applied to games development, so I went there and signed in. However, I haven't received any acknowledgement,...
Noel Llopis
llopis@...
Dec 28, 1999 3:07 pm
11974
Hello Everybody! I'm trying to load a Quake II BSP-File. For now, I try to extract the triangles, only. No BSP-Tree for now. I use the following (C++) code: ...
Oliver Kurowski
oliver.kurowski@...
Dec 28, 1999 3:08 pm
11975
Noel Llopis <llopis@...> writes ... I believe its still up and running (I'm a subscriber), but it does tend to be fairly low volume. I suggest posting a...
Neal Tringham
neal@...
Dec 28, 1999 5:06 pm
11976
Eran Rich <eran@...> writes ... I suspect I've completely misunderstood your message, but I'd be interested if you could say why you can't achieve the...
Neal Tringham
neal@...
Dec 28, 1999 5:07 pm
11977
I ran into a similar problem before.. By using GL_CLAMP instead of GL_REPEAT and specifying tex coords 2 texels less than 1.0 or whatever it filters the edges...
Joe Silver
joe@...
Dec 28, 1999 5:29 pm
11978
I ran into a similar problem before.. By using GL_CLAMP instead of GL_REPEAT and specifying tex coords 2 texels less than 1.0 or whatever it filters the edges...
Joe Silver
axelieus@...
Dec 28, 1999 5:37 pm
11979
I ran into a similar problem before.. By using GL_CLAMP instead of GL_REPEAT and specifying tex coords 2 texels less than 1.0 or whatever it filters the edges...
Joe Silver
joe@...
Dec 28, 1999 5:45 pm
11980
Uggh! Sorry for the mass numbers here.. My e-mail prog took a dive on me.. That's MS for you. ; ) ... FAQ and OpenGL Resources at: ...
Joe Silver
joe@...
Dec 28, 1999 6:35 pm
11981
... Firstedge is an index into the list of edge indices. The edge index list is chunk #12 in the bsp file. (I.E. The 13'th chunk). This list contains a set ...
Parrish Heywood
parrishh@...
Dec 28, 1999 6:37 pm
11982
I'm hoping someone out might have a clue about a problem that I'm about to give up on. We're alternately issuing individual polys via ...
David Ross
dross@...
Dec 28, 1999 6:41 pm
11983
To minimize texture changes I allways group the lightmaps in banks, this way I dont have to change the current texture so many times. But I allways lose a...
Ignacio Castaño
i6298@...
Dec 28, 1999 8:09 pm
11984
yes there's a penalty on ALL cards, even the i740. the speed hit on the i740 may not be as much, but there's still a penalty, merely by the fact that you have ...
Amit Bakshi
amit@...
Dec 28, 1999 8:23 pm
11985
this list is working yet, i hope:>> does anyone could tell me about game development/multimedia/graphics design/programming schools/colleges in sweden,...
milosh zorica
zmilosh@...
Dec 29, 1999 1:05 am
11986
... Actually, the solution was much simpler. I use different texture maps that are generated by a small gimp-perl skript. What I did was $img->selection_all();...
A. Umbach
marvin-opengl@...
Dec 29, 1999 3:11 pm
11987
Win98 Opengl sreensavers also leave a blank button sometimes, so I think it is a Windows 98 bug. bye, Marco Mustapic ... FAQ and OpenGL Resources at: ...
Marco Mustapic
mmustapic@...
Dec 29, 1999 4:06 pm
11988
Howdy, does anyone know of a free/cheap program that integrates with visual studio 6.0 That is kinda' like visual source safe? we were thinking about trying...
Ivan
gl@...
Dec 29, 1999 4:59 pm
11989
... The old bug was exactly this--float colors not working. Try converting them to unsigned bytes and use GL_UNSIGNED_BYTE in the glColorPointer call to see if...
Michael Vance
briareos@...
Dec 29, 1999 5:06 pm
11990
I was gettin' down to the nitty gritty on light maps the other day (actually trying to calculate them by hand for once) and thought.. jeeze wouldn't it be...
Ivan
gl@...
Dec 29, 1999 5:23 pm
11991
BTW I inserted the following line into WM_DESTROY handler ................. SetWindowPos(m_hWnd,0,0,0,32,32,SWP_NOACTIVATE|SWP_NOMOVE|SWP_NOZORDER); ...
Warhast
vanja6666@...
Dec 29, 1999 5:25 pm
11992
I'm fed up and desperate, so I'm turning to the devlist for help in hopes that someone might be able to point me in the right direction (always a brilliant...
Jonathan Greenberg
jonathan@...
Dec 29, 1999 5:33 pm
11993
[SOT] stands for somewhat off-topic. ... This reminds me of something I've been looking for for a while. Does anyone know of some sort of utility that has a...
Noel Llopis
llopis@...
Dec 29, 1999 5:36 pm
11994
As I anounced, I have released the source code of my old opengl engine. You can just download it from here: http://asef.us.es/~chewie Ignacio Castaño ...
Ignacio Castaño
i6298@...
Dec 29, 1999 7:37 pm
11995
What does strip order means? If I have this set of triangles: b_____c____e ... a d f strip order is: abc, cad, dce, edf or: abc, acd, dce, def...
Ignacio Castaño
i6298@...
Dec 29, 1999 7:40 pm
11996
... I render a patch of terrain (which does not shadow itself) from the "sun-direction" using the "light-colour/shading". Then I render other parts of the...
Eero Pajarre
epajarre@...
Dec 29, 1999 8:06 pm
11997
Perforce has been pretty good. (www.perforce.com) The free license only covers 2 clients, however, then it gets expensive quick. --Manny ... FAQ and OpenGL...