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#11969 From: "J. Perkins" <jason@...>
Date: Tue Dec 28, 1999 12:11 am
Subject: Re: Blank taskbar button?
jason@...
Send Email Send Email
 
>I've remembered a bit more now...  The underlying cause may be when your
>WM_ACTIVATEAPP handler switches the window to a minimized state upon losing
>application focus.  This message is probably delivered during processing of
>window destruction, which causes the window to be minimized while it is
>being destroyed, and a ghost appears.  The fix is to set a flag when you
>begin your shutdown procedure, and to not call any function that would
>minimize your window while that flag is set.

I inadvertently "discovered" this solution myself while cleaning up the shutdown
code. Thanks for the tip.

Jason
379


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#11970 From: Eran Rich <eran@...>
Date: Tue Dec 28, 1999 12:56 am
Subject: Crop
eran@...
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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 it, and our artists do use it, and the other is for compatibility
with some consoles.

I could figure out how do implement that using
glPixelStore(GL_UNPACK_ROW_LENGTH,..), but I'm not sure how can I use
mipmaps with sub-textures.

Any Ideas ?

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#11971 From: "John Judd" <jejudd@...>
Date: Tue Dec 28, 1999 8:20 am
Subject: Re: c++ why. [OT]
jejudd@...
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----- Original Message -----
To: Multiple recipients of list OPENGL-GAMEDEV-L
<OPENGL-GAMEDEV-L@...>
Sent: Monday, 27 December 1999 16:56


> Blaaah...
> On C++ you can't do
>
> x ^= y ^= x ^= y -> WHICH SWAPS x & y
>
>
> BLAAAH.....
>

Good!!!

temp = x
x = y
y = temp

does it just as well, and someone unfamiliar with your code CAN READ
IT!!!!!!

Death to obfuscated code.

Merry Christmas and a happy new millenium

John Judd
jejudd@...



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#11972 From: "Sean L. Palmer" <spalmer@...>
Date: Tue Dec 28, 1999 9:41 am
Subject: Re: Little white dots in the corner of the texture
spalmer@...
Send Email Send Email
 
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.


> I have a RGBA texture filled with characters on a transparent
> background. I draw them as textured quads, but with some letters,
> I get little white dots in the corners. I use the following texture
> parameters:
>
> glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
>
> Any ideas what could cause this?


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#11973 From: Noel Llopis <llopis@...>
Date: Tue Dec 28, 1999 2:26 pm
Subject: Re: [OFF TOPIC] Gamedev Software Engineering list
llopis@...
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Neal Tringham wrote:
>
>I respect this.  However, may I request that if anyone wants to discuss
>this subject further they move to the "software engineering for game
>developers list"?  Subscription information is available at
>http://www.incagold.com/mailinglist.html for anyone who wants to join.

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, or any messages yet. Does anyone know about the status
of the list? Is it still going?

Since this is off-topic, I might as well ask this too: Does anyone know
of some sort of central place (web site?) that lists all the mailing lists
about game development?

Thanks.


--Noel
Meyer/Glass Interactive

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#11974 From: "Oliver Kurowski" <oliver.kurowski@...>
Date: Tue Dec 28, 1999 2:44 pm
Subject: Loading Quake II BSP-File
oliver.kurowski@...
Send Email Send Email
 
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:

#################################################################
for (long i = 0; i < numfaces; i++)
    {
    for (long j = faces[i].firstedge; j < faces[i].firstedge +
faces[i].numedges; j++)
       {
       dvertex_t vertex;

       memcpy (&vertex, &vertices[edges[j].v[0]], sizeof (dvertex_t));
       liste.push_back (vertex);

       memcpy (&vertex, &vertices[edges[j].v[1]], sizeof (dvertex_t));
       liste.push_back (vertex);
       }
    }
#################################################################

faces, edges and vertices as well as numedges and numfaces are extraced
before and stored.

When I try to reference vertices, my program crashes. I found out that the
index "edges[j].v[0]" points behind vertices[numvertices].

My Question: why does it point behind the end of the vertices list? Is there
another way to extract the triangles I am not aware of? In the Quake Spec
V3.4 a list of edges is mentioned that seems to solve my problem, but I
don't know where it is stored.

I am very thankful for every help!

Ciao
     Oli

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#11975 From: Neal Tringham <neal@...>
Date: Tue Dec 28, 1999 4:43 pm
Subject: Re: [OFF TOPIC] Gamedev Software Engineering list
neal@...
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Noel Llopis <llopis@...> writes
>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, or any messages yet. Does anyone know about the status
>of the list? Is it still going?

I believe its still up and running (I'm a subscriber), but it does tend
to be fairly low volume.  I suggest posting a message to it about
something you want to start a discussion on and seeing what happens:-)

>
>Since this is off-topic, I might as well ask this too: Does anyone know
>of some sort of central place (web site?) that lists all the mailing lists
>about game development?

I don't know of any, though going to the "list of lists" site
(http://catalog.com/vivian/interest-group-search.html) and searching for
"game" does produce a number of relevant looking hits.

Also, if you haven't seen it, you might be interested in the "algorithms
list": mail "listserv@..." with a message body of "subscribe
algorithms <your name>" to subscribe.

                 Neal Tringham (VX)
                 (neal@...)

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#11976 From: Neal Tringham <neal@...>
Date: Tue Dec 28, 1999 4:59 pm
Subject: Re: Crop
neal@...
Send Email Send Email
 
Eran Rich <eran@...> writes
>
>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 it, and our artists do use it, and the other is for compatibility
>with some consoles.
>
>I could figure out how do implement that using
>glPixelStore(GL_UNPACK_ROW_LENGTH,..), but I'm not sure how can I use
>mipmaps with sub-textures.

I suspect I've completely misunderstood your message, but I'd be
interested if you could say why you can't achieve the effect you want
(sub textures within a texture with mip-maps?) using UV coordinates.

As a side note, generating mip maps with multiple textures within a
single texture "page" does tend to cause problems in my experience, due
to bleeding between the sub textures when you create low resolution mip
maps.

Hmm... I suspect that wasn't very helpful:-)  I think I'm just confused
as to what you mean by "sub textures"...

                 Neal Tringham (VX)
                 (neal@...)

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#11977 From: "Joe Silver" <joe@...>
Date: Tue Dec 28, 1999 5:16 pm
Subject: Re: Little white dots in the corner of the texture
joe@...
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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 and made it work for me.. Maybe you have a similar problem
Here is some sample code

  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

(Load your texture)

  float texu = (1.0f/256.0f)*0.5f; /* decrease texcoords */
  int texuv = (int) texu;  /* yuck */
  glBegin(GL_QUADS);
   glNormal3fv(norm);
   glTexCoord2i(0,0);
   glVertex3i(-512, -512, 512);
   glTexCoord2i(1-texuv,0);
   glVertex3i(512, -512, 512);
   glTexCoord2i(1-texuv,1-texuv);
   glVertex3i(512, -512, -512);
   glTexCoord2i(0,1-texuv);
   glVertex3i(-512, -512, -512);
  glEnd();


Maybe this helps maybe not..  Either way I tried. ; )

-Joe

----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L@...>
Sent: Monday, December 27, 1999 3:44 PM


> Hi,
>
> I have a RGBA texture filled with characters on a transparent
> background. I draw them as textured quads, but with some letters,
> I get little white dots in the corners. I use the following texture
> parameters:
>
> glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
>
> Any ideas what could cause this?
>
> - Andreas
> --
> Probably one of the smallest 3D-Games (28kbyte and growing) in the world
> http://www.ards.net/Andreas/gltron.html
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: A. Umbach
>   INET: marvin-opengl@...
>
> Fat City Network Services    -- (619) 538-5051  FAX: (619) 538-5051
> San Diego, California        -- Public Internet access / Mailing Lists
> --------------------------------------------------------------------
> 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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--
Author: Joe Silver
   INET: joe@...

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#11978 From: "Joe Silver" <axelieus@...>
Date: Tue Dec 28, 1999 5:16 pm
Subject: Re: Little white dots in the corner of the texture
axelieus@...
Send Email Send Email
 
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 and made it work for me.. Maybe you have a similar problem
Here is some sample code

  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

(Load your texture)

  float texu = (1.0f/256.0f)*0.5f;
  int texuv = (int) texu;
  glBegin(GL_QUADS);
   glNormal3fv(floorn);
   glTexCoord2i(0,0);
   glVertex3i(-512+player.xloc, -512+player.yloc, 512+player.zloc);
   glTexCoord2i(1-texuv,0);
   glVertex3i(512+player.xloc, -512+player.yloc, 512+player.zloc);
   glTexCoord2i(1-texuv,1-texuv);
   glVertex3i(512+player.xloc, -512+player.yloc, -512+player.zloc);
   glTexCoord2i(0,1-texuv);
   glVertex3i(-512+player.xloc, -512+player.yloc, -512+player.zloc);
  glEnd();


Maybe this helps maybe not..  Either way I tried. ; )

-Joe

----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L@...>
Sent: Monday, December 27, 1999 3:44 PM


> Hi,
>
> I have a RGBA texture filled with characters on a transparent
> background. I draw them as textured quads, but with some letters,
> I get little white dots in the corners. I use the following texture
> parameters:
>
> glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
>
> Any ideas what could cause this?
>
> - Andreas
> --
> Probably one of the smallest 3D-Games (28kbyte and growing) in the world
> http://www.ards.net/Andreas/gltron.html
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: A. Umbach
>   INET: marvin-opengl@...
>
> Fat City Network Services    -- (619) 538-5051  FAX: (619) 538-5051
> San Diego, California        -- Public Internet access / Mailing Lists
> --------------------------------------------------------------------
> 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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--
Author: Joe Silver
   INET: axelieus@...

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#11979 From: "Joe Silver" <joe@...>
Date: Tue Dec 28, 1999 5:16 pm
Subject: Re: Little white dots in the corner of the texture
joe@...
Send Email Send Email
 
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 and made it work for me.. Maybe you have a similar problem
Here is some sample code

  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

(Load your texture)

  float texu = (1.0f/256.0f)*0.5f; /* decrease texcoords */
  int texuv = (int) texu;  /* yuck */
  glBegin(GL_QUADS);
   glNormal3fv(norm);
   glTexCoord2i(0,0);
   glVertex3i(-512, -512, 512);
   glTexCoord2i(1-texuv,0);
   glVertex3i(512, -512, 512);
   glTexCoord2i(1-texuv,1-texuv);
   glVertex3i(512, -512, -512);
   glTexCoord2i(0,1-texuv);
   glVertex3i(-512, -512, -512);
  glEnd();


Maybe this helps maybe not..  Either way I tried. ; )

-Joe

----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L@...>
Sent: Monday, December 27, 1999 3:44 PM


> Hi,
>
> I have a RGBA texture filled with characters on a transparent
> background. I draw them as textured quads, but with some letters,
> I get little white dots in the corners. I use the following texture
> parameters:
>
> glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
>
> Any ideas what could cause this?
>
> - Andreas
> --
> Probably one of the smallest 3D-Games (28kbyte and growing) in the world
> http://www.ards.net/Andreas/gltron.html
> -----
> FAQ and OpenGL Resources at:
>   http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: A. Umbach
>   INET: marvin-opengl@...
>
> Fat City Network Services    -- (619) 538-5051  FAX: (619) 538-5051
> San Diego, California        -- Public Internet access / Mailing Lists
> --------------------------------------------------------------------
> 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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--
Author: Joe Silver
   INET: joe@...

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#11980 From: "Joe Silver" <joe@...>
Date: Tue Dec 28, 1999 5:56 pm
Subject: Ugh.. Sorry.. Re: Little white dots in the corner of the texture
joe@...
Send Email Send Email
 
Uggh!  Sorry for the mass numbers here.. My e-mail prog took a dive on me..
That's MS for you. ; )

-----
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   INET: joe@...

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#11981 From: Parrish Heywood <parrishh@...>
Date: Tue Dec 28, 1999 6:13 pm
Subject: Re: Loading Quake II BSP-File
parrishh@...
Send Email Send Email
 
Oliver Kurowski wrote:

> 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:
>
> #################################################################
> for (long i = 0; i < numfaces; i++)
>    {
>    for (long j = faces[i].firstedge; j < faces[i].firstedge +
> faces[i].numedges; j++)
>       {
>       dvertex_t vertex;
>
>       memcpy (&vertex, &vertices[edges[j].v[0]], sizeof (dvertex_t));
>       liste.push_back (vertex);
>
>       memcpy (&vertex, &vertices[edges[j].v[1]], sizeof (dvertex_t));
>       liste.push_back (vertex);
>       }
>    }
> #################################################################
>
> faces, edges and vertices as well as numedges and numfaces are extraced
> before and stored.
>
> When I try to reference vertices, my program crashes. I found out that the
> index "edges[j].v[0]" points behind vertices[numvertices].

> My Question: why does it point behind the end of the vertices list? Is there
> another way to extract the triangles I am not aware of? In the Quake Spec
> V3.4 a list of edges is mentioned that seems to solve my problem, but I
> don't know where it is stored.


   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
of edge indices for each surface.  Negative indices indicate that the order of
the two edge vertices should be swapped.  Each index is a single longword.

   Assume Edge_List is a pointer to the list of edge indices.  You'd code up
something with functionality similar to the following in your inner loop (I
use a while loop but a for loop will work equally well):

long  Count=faces[i].numedges;
long *pNextEdgeIndex=Edge_List+faces[i].firstedge;
while (Count-->0)
   {
   long EdgeIndex=*(pNextEdgeIndex++); // Fetch edge index
   if (Edge_Index<0)
      {
      Edge_Index=-Edge_Index;
      // Swap the vertex order
      memcpy (&Vertex2, &vertices[edges[Edge_Index].v[0]], sizeof (dvertex_t));
      memcpy (&Vertex1, &vertices[edges[Edge_Index].v[1]], sizeof (dvertex_t));
      }
   else
      {
      memcpy (&Vertex1, &vertices[edges[Edge_Index].v[0]], sizeof (dvertex_t));
      memcpy (&Vertex2, &vertices[edges[Edge_Index].v[1]], sizeof (dvertex_t));
      }
    // Now use Vertex1 and Vertex2 in order.

   }


   A good reference for this kind of work is the Quake II tools source which
can be found on ID's ftp site.  Due to the self-referential nature of the
Quake 2 data structures, I suggest you sanity check *everything* you retrieve
from the bsp file.  It will save you a lot of time in the debugger.

   Oh and the source code to Quake 1 won't hurt either.  You might want to grab
that too.


Cheers,


Parrish Heywood
Dragonlore Pty. Ltd.
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#11982 From: "David Ross" <dross@...>
Date: Tue Dec 28, 1999 6:35 pm
Subject: Problem with GL_COLOR_ARRAY
dross@...
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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
glBegin();glColor4fv();glTexCoord2fv();glVertex3fv(); code sequences and
poly sequences via vertex arrays.  All is well and good, EXCEPT that the
colors specified in the GL_COLOR_ARRAY are not rendering correctly (the
driver/hardware seems to be using bogus RGBA values, certainly not the ones
I'm passing in the GL_COLOR_ARRAY).  The weird thing is that I've found that
if I use a glColor3fv() (or don't call glColor*() at all) on the first
vertex of an individual poly preceding a vertex array call, the colors in
the GL_COLOR_ARRAY are interpreted correctly.  Anyone have any idea why
specifying one individual vertex's color via glColor4fv() hammer subsequent
interpretations of GL_COLOR_ARRAYS?

I'm getting this behavior on TNT's and TNT2's, with various driver versions
(up to and including v3.65), under WIN98 and WIN2K.  A while back, there was
a thread about a bug in nVidia drivers regarding GL_COLOR_ARRAY behavior,
but I figure that must've been fixed by now(?).

-Dave

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#11983 From: Ignacio Castaño <i6298@...>
Date: Tue Dec 28, 1999 7:32 pm
Subject: lightmap banks
i6298@...
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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 little space, because textures never fit perfectly on the bank.
I was wondering whether that's usefull or not. Some hardware like the i740
don't have any penalty when changin the texture but I dont know if it is
also true for other chipsets.
I have been testing in a tnt2, and there seems to be any improvement,
however I dont really belive that.
Can anybody tell me if texture grouping is usefull?

Ignacio Castaño.
i6298@...

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#11984 From: "Amit Bakshi" <amit@...>
Date: Tue Dec 28, 1999 8:12 pm
Subject: Re: lightmap banks
amit@...
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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
to call glBindTexture( ) repeatedly as opposed to
only calling it once every so often.


----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L"
<OPENGL-GAMEDEV-L@...>
Sent: Tuesday, December 28, 1999 11:32 AM


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 little space, because textures never fit perfectly on the bank.
I was wondering whether that's usefull or not. Some hardware like the i740
don't have any penalty when changin the texture but I dont know if it is
also true for other chipsets.
I have been testing in a tnt2, and there seems to be any improvement,
however I dont really belive that.
Can anybody tell me if texture grouping is usefull?

Ignacio Castaqo.
i6298@...

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#11985 From: "milosh zorica" <zmilosh@...>
Date: Wed Dec 29, 1999 12:41 am
Subject: Re: [OFF TOPIC] Gamedev Software Engineering list
zmilosh@...
Send Email Send Email
 
this list is working yet, i hope:>> does anyone could tell me about game
development/multimedia/graphics design/programming
schools/colleges in sweden, finland, norway, denmark? also, i'm interested
in prices for studying there.

psy
-----Original Message-----
To: Multiple recipients of list OPENGL-GAMEDEV-L
<OPENGL-GAMEDEV-L@...>
Date: Tuesday, December 28, 1999 6:12 PM


>Noel Llopis <llopis@...> writes
>>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, or any messages yet. Does anyone know about the status
>>of the list? Is it still going?
>
>I believe its still up and running (I'm a subscriber), but it does tend
>to be fairly low volume.  I suggest posting a message to it about
>something you want to start a discussion on and seeing what happens:-)
>
>>
>>Since this is off-topic, I might as well ask this too: Does anyone know
>>of some sort of central place (web site?) that lists all the mailing lists
>>about game development?
>
>I don't know of any, though going to the "list of lists" site
>(http://catalog.com/vivian/interest-group-search.html) and searching for
>"game" does produce a number of relevant looking hits.
>
>Also, if you haven't seen it, you might be interested in the "algorithms
>list": mail "listserv@..." with a message body of "subscribe
>algorithms <your name>" to subscribe.
>
>                Neal Tringham (VX)
>                (neal@...)
>
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>--
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#11986 From: "A. Umbach" <marvin-opengl@...>
Date: Wed Dec 29, 1999 1:56 pm
Subject: Re: Little white dots in the corner of the texture
marvin-opengl@...
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Joe Silver <axelieus@...> schrieb am 28 Dec 1999:
> 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 and made it work for me.. Maybe you have a similar problem

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();
   $drw->edit_clear();

That should clear everything and set the alpha values to zero, but
it doesn't. Adding

   gimp_palette_set_background("black");
   gimp_edit_fill($drw);

before the two lines above solves the problem. I didn't notice that at first
since I generate multiple textures and only checked the first (which showed
no artefacts) and that wasn't the one that was used in my program...

- Andreas
--
Probably one of the smallest 3D-Games (69 kbyte and growing) in the world
http://www.ards.net/Andreas/gltron.html
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#11987 From: "Marco Mustapic" <mmustapic@...>
Date: Wed Dec 29, 1999 3:26 pm
Subject: RE: Blank taskbar button?
mmustapic@...
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Win98 Opengl sreensavers also leave a blank button sometimes, so I think it
is a Windows 98 bug.
bye,
                                                             Marco Mustapic


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#11988 From: Ivan <gl@...>
Date: Wed Dec 29, 1999 6:41 am
Subject: [OT] - Dev. Environments..
gl@...
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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 to code as a team a little easier =)

-Ivan


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#11989 From: Michael Vance <briareos@...>
Date: Wed Dec 29, 1999 4:42 pm
Subject: Re: Problem with GL_COLOR_ARRAY
briareos@...
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On Tue, Dec 28, 1999 at 10:35:18AM -0800, David Ross wrote:

> (up to and including v3.65), under WIN98 and WIN2K.  A while back, there was
> a thread about a bug in nVidia drivers regarding GL_COLOR_ARRAY behavior,
> but I figure that must've been fixed by now(?).

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 it is then fixed.

m.

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#11990 From: Ivan <gl@...>
Date: Wed Dec 29, 1999 6:57 am
Subject: on topic =) -- lightmap hardware calc?
gl@...
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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 great if I didn't have to cast rays for all these pixels.

What if I could light the stuff with OpenGL and read back the texture from
the frame buffer and save it to disk.

Doesn't have to be really fast because I just want OpenGL to do this
instead of me. hehe  I assume it may be faster anyway though because of
the hardware rendering capabilities.

I would like to light some landscape this way, and I thought that if I
rendered from an orthographic top-down view,  then I could read-back the
lightmap data.

I guess I'm just not sure how I would get OpenGL to do the lighting
(casting shadows of terrain).  Can I use the stencil buffer volumetric
shadow technique?  I havn't really tried it yet for shadowing anything,
but it sounds promising.  Then you gotta' shear, or project your terrain
onto itself in the direction of the light vector right?

Or is this just a crappy idea?  Thought's anyone?

-Ivan

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#11991 From: "Warhast" <vanja6666@...>
Date: Wed Dec 29, 1999 5:12 pm
Subject: Re: Blank taskbar button?
vanja6666@...
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BTW I inserted the following line into WM_DESTROY handler
     .................
     SetWindowPos(m_hWnd,0,0,0,32,32,SWP_NOACTIVATE|SWP_NOMOVE|SWP_NOZORDER);
     .................
and didn`t see any blank buttons since that time... (?? Does it mean that
windoze OR some gl drivers have some hacks concerned with fullscreen
windows)

> Win98 Opengl sreensavers also leave a blank button sometimes, so I think
it
> is a Windows 98 bug.
> bye,
>                                                             Marco Mustapic
>


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#11992 From: "Jonathan Greenberg" <jonathan@...>
Date: Wed Dec 29, 1999 5:26 am
Subject: Frustums, FOV values and other horrors
jonathan@...
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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 start, eh).

My current project involves taking scenes generated in 3DSMax, and redrawing
them using OpenGL.  Without going into the 'why's of it, one thing that's
imperative for my "recreation" is exactly duplicating the original camera
parameters provided in 3DSMax under OpenGL, at least in so far as what
polygons and objects can be seen.  Herein lies the problem.

I honestly don't have a clue what the hell 3DSMax is doing to calculate its
view frustum.  It seems to use two seperate values - apeture width and
field-of-view.  Now 'in theory', and ignoring the apeture width value for a
sec, given the fov value, the near & far planes, and screen dimensions we
SHOULD be fine for calculating the frustum.  Normal code, would be something
like:

     float xMin, xMax, yMin, yMax;
// 3DSMax uses horiz fov, not vert like opengl's gluPerspective func
     xMax = fNearPlane *   tanf(fFieldOfView * 0.5f);
     xMin = -xMax;
     yMax = xMax * aspect_ratio_inv;
     yMin = xMin * aspect_ratio_inv;
     glFrustum( xMin, xMax, yMin, yMax, fNearPlane, fFarPlane );

.. and yet, this doesn't seem to account for the apeture width value in
anyway. Using 3DSMax's default apeture width of 36mm, it seems that the fov
value works perfectly at 45'.  Of course, at any other values it drifts
further and further off the mark, causing me tons of problems.  As I want to
allow artists the freedom to play with FOV values as they see fit, I'd like
to do this correctly.  If anyone has an idea of a source for how the apeture
parameter might factor in, theoretical or even a kludge, or in general has a
better understanding of what's going on here, I'd _really_ really appreciate
any help.

Jon

Poor little grad student.

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#11993 From: Noel Llopis <llopis@...>
Date: Wed Dec 29, 1999 5:12 pm
Subject: [SOT] Bitmap manipulation language?
llopis@...
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[SOT] stands for somewhat off-topic.

A. Umbach wrote:
>
>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();
>  $drw->edit_clear();

This reminds me of something I've been looking for for a while.
Does anyone know of some sort of utility that has a flexible and powerful
language to work on bitmaps?

For example, I would like to write a small script to take all the bitmaps
matching a filename with wildcard, generate an optimized palette (I get to
choose the method), and saves them back with the new palette. I could also
be used to replace colors, set dithering, scale bitmaps, or any other
sort of pre-processing of the textures.

That would be a very useful tool for game development. We're probably
going to write our own, but I just wanted to check if something like
that existed already, and what other people's opinion of it were (especially
when applied to game development).

I don't imagine that gimp-perl does all that, right? I did a quick search
on it (I admit, I had never heard of it before), and it seemed more like
a general scripting tool to hook up to your own code. Or is there a
library of functions which does exactly what I want already?


--Noel
Meyer/Glass Interactive

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#11994 From: Ignacio Castaño <i6298@...>
Date: Wed Dec 29, 1999 6:56 pm
Subject: open source engine
i6298@...
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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
i6298@...


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#11995 From: Ignacio Castaño <i6298@...>
Date: Wed Dec 29, 1999 6:56 pm
Subject: strip order
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What does strip order means?
If I have this set of triangles:
b_____c____e
   |       / |       / |
   |  0 /   |  2 /   |
   |   / 1  |   / 3  |
   | /___ | /___ |
a          d         f


strip order is: abc, cad, dce, edf
or: abc, acd, dce, def ?

I use cvas, I put the first set of vertices in an array and lock it. Then I
draw the triangles calling glDrawElements,  with 0,1,2,3 in the indexes
array. But how does the driver know that vertexes 0 and 4; 2 ,3 and 7; 5, 6
and 10;...  are the same?, or he doesn't know that? Wouldn't be better to
compile the array and search the stripes myself?

Ignacio Castaño
i6298@...

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#11996 From: Eero Pajarre <epajarre@...>
Date: Wed Dec 29, 1999 7:42 pm
Subject: Re: on topic =) -- lightmap hardware calc?
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Ivan wrote:
>
> 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 great if I didn't have to cast rays for all these pixels.
>
> What if I could light the stuff with OpenGL and read back the texture from
> the frame buffer and save it to disk.
>
> Doesn't have to be really fast because I just want OpenGL to do this
> instead of me. hehe  I assume it may be faster anyway though because of
> the hardware rendering capabilities.
>
> I would like to light some landscape this way, and I thought that if I
> rendered from an orthographic top-down view,  then I could read-back the
> lightmap data.
>
> I guess I'm just not sure how I would get OpenGL to do the lighting
> (casting shadows of terrain).  Can I use the stencil buffer volumetric
> shadow technique?  I havn't really tried it yet for shadowing anything,
> but it sounds promising.  Then you gotta' shear, or project your terrain
> onto itself in the direction of the light vector right?
>
> Or is this just a crappy idea?  Thought's anyone?
>

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 terrain, buildings, trees etc using the "shadow-color".

As I have the Z-buffer active the shadows appear to be essentially
correct. When I then capture the light maps from the
screen with relatively low precission the shadows get suitably
soft edges. For capturing the maps I read the whole screen back
and then use the projection formulas to map it to the
object (texture) coordinates.

			 Eero
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#11997 From: Manny <manny@...>
Date: Wed Dec 29, 1999 7:59 pm
Subject: Re: [OT] - Dev. Environments..
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Perforce has been pretty good. (www.perforce.com)  The free license only
covers 2 clients, however, then it gets expensive quick.

--Manny

At 10:41 PM 12/28/99 -0800, you wrote:
>
>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 to code as a team a little easier =)
>
>-Ivan


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#11998 From: "Amit Bakshi" <amit@...>
Date: Wed Dec 29, 1999 9:14 pm
Subject: Re: on topic =) -- lightmap hardware calc?
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> Doesn't have to be really fast because I just want OpenGL to do this
> instead of me. hehe  I assume it may be faster anyway though because of
> the hardware rendering capabilities.
>
> I would like to light some landscape this way, and I thought that if I
> rendered from an orthographic top-down view,  then I could read-back the
> lightmap data.
>
> I guess I'm just not sure how I would get OpenGL to do the lighting
> (casting shadows of terrain).  Can I use the stencil buffer volumetric
> shadow technique?  I havn't really tried it yet for shadowing anything,
> but it sounds promising.  Then you gotta' shear, or project your terrain
> onto itself in the direction of the light vector right?

yes, i do something very similar for my radiosity calculation. i assign
each polygon a unique id, then render the scene (no lighting) from the
light's (patch to be more precise) point of view. i do a glReadPixels
and know exactly which polygons the patch can see. works like a charm,
and it's hardware accelerated.



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