... No. They didn't. If a solution were to be made, it most likely would be in the form of a query mechanism that applications could call to detect that a...
Tom Hubina
tomh@...
Feb 1, 2001 10:18 am
17355
Hi, Just now I finally bothered to look up which chipset the Stealth III actually has on board. It was most enlightening :-) Other Savage4 owners have reported...
Tom Nuydens
t.nuydens@...
Feb 1, 2001 10:41 am
17356
WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books & links:- http://www.opengl.org/ Silicon...
Dominic Curran
dcurran@...
Feb 1, 2001 11:02 am
17357
Hi all, I have a question related to this topic. Is it faster/optimized to update the the region sized to powers of 2 when doing subteximage updates ? George ...
Jiri Dobry
jdobry@...
Feb 1, 2001 1:05 pm
17358
... I was under the impression that Apple had agreed to adopt the OpenGL ABI standard: http://oss.sgi.com/projects/ogl-sample/ABI/ ...they were certainly...
Stephen J Baker
sjbaker@...
Feb 1, 2001 4:16 pm
17359
can someone provide me a link to information regarding multi monitor programming in opengl ? thanks -G ... FAQ and OpenGL Resources at: ...
Gregory Ecker
gxe@...
Feb 1, 2001 9:19 pm
17360
Howdy folks... Here's my problem. I'm creating a solar system simulator and I need to be able to render very large objects (planets, millions of meters in...
Chris French
Chris@...
Feb 1, 2001 9:36 pm
17361
Don't even bother with doubles as I found that most non pro video cards bind double opengl calls to float maths... You will have to handle part of the matrix...
Sebastien Metrot
meeloo@...
Feb 1, 2001 10:46 pm
17362
... Hmm.. I might be a bit unclear on this. It sounds like you're just using the depth buffer to ensure correct drawing for individual objects, and you're...
Alex Mohr
amohr@...
Feb 1, 2001 11:03 pm
17363
... I doubt Apple is going to ship a Linux ABI compliant implementation under MacOS 9, at least. Maybe OS X :-) ... The Linux ABI requires glXGetProcAddress,...
Jon Leech
gamedev@...
Feb 1, 2001 11:28 pm
17364
... That is correct. ... Doh! Good point. The planets are nearly spherical. Anything 'non-spherical' will be relatively small. ... Those are all good...
Chris French
Chris@...
Feb 2, 2001 2:38 am
17365
Nathan, I saw your post to the OpenGL game developer's mailing list on Wednesday regarding the creation of an editor to create an operator panel. I am a ...
Geoffrey Prewett
prewett@...
Feb 2, 2001 7:58 am
17366
i've been surfing the web/news sites talking to a lot of ppl and i haven't been able to get a straight answer on this one question i have ... this is my last...
Akbar A.
syedali011@...
Feb 2, 2001 9:05 am
17367
Hi folks,
here's a problem, not urgent, but still bothering me from time to time: How is it possible to map a rectangular texture onto a trapezoid
polygon?...
Bert Freudenberg
bert@...
Feb 2, 2001 2:25 pm
17368
... Here's a note from Mark Segal that might help. Allen From: segal (Mark Segal) Subject: Re: Textures on Quads? Date: 15 May 1996 18:55:56 GMT ... You can do...
Allen Akin
akin@...
Feb 2, 2001 5:26 pm
17369
... To: Multiple recipients of list OPENGL-GAMEDEV-L <OPENGL-GAMEDEV-L@...> Sent: Thursday, February 01, 2001 9:48 PM ... Yes I need that too, I...
Kardamaone
kardamone2@...
Feb 2, 2001 7:10 pm
17370
... Thanks! This clarifies a lot. In my case the math becomes quite simple. The example in my previous mail had the lower edge shortened by a half, so setting...
Bert Freudenberg
bert@...
Feb 2, 2001 7:24 pm
17371
... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Friday, February 02, 2001 8:45 AM ... Why don't you give GLTrace a...
Keith Harrison
Keithhar@...
Feb 2, 2001 7:52 pm
17372
Hi I'm having a problem with the SkyBox of my game. The images become distorted near the borders of the screen. I've set the FOV to 90 degrees. Someone knows...
Aldo Spanghero
aldogl@...
Feb 2, 2001 9:19 pm
17373
... [... good comments snipped ...] ... I've done this in my own space sim project and it works pretty well. The coordinate system I use is in meters, and...
reed mideke
rfm@...
Feb 2, 2001 9:49 pm
17374
Hello, I'm working on an exporter for 3D Studio MAX along with a viewer for OpenGL and ran into a bit of a problem with OpenGL's lighting implementation....
Eric Maslowski
maslows3@...
Feb 2, 2001 9:58 pm
17375
If your normals are not averaged and sent on a per vertex basis this could cause the effect you are seeing. -Nathan ... Sent: Friday, February 02, 2001 4:31 PM...
Miserocchi, Nathan
NPMiserocchi@...
Feb 2, 2001 10:31 pm
17376
... Yeah, I figured the zbuffer clear was horrendous.. at the time I was more concerned about getting the scene correct instead of fast. The planets are not...
Chris French
Chris@...
Feb 2, 2001 10:35 pm
17377
Maybe you've put your glLightfv calls before the code that defines the position and orientation of your camera (glMultMatrix, glTranslate/Rotate or whatever). ...
David Raulo
David.Raulo@...
Feb 2, 2001 10:37 pm
17378
My normals are averaged at export to get smooth triangles and submitted to the rendering pipeline on a per vertex basis...hmm...do not know...Anyway, thanks...
Eric Maslowski
maslows3@...
Feb 2, 2001 10:55 pm
17379
... Right. Cass Everitt sent a link to a discussion and sample code that's well worth reading for anyone interested in this subject: ...
Allen Akin
akin@...
Feb 2, 2001 10:59 pm
17380
[... likewise, good comments snipped ...] ... I've been thinking about a different technique which would be slower, but is also more general and can produce...
Alex Mohr
amohr@...
Feb 2, 2001 11:00 pm
17381
Makes sense, but what lighting calls would you specify on every frame? If I understand you correctly, you're saying that I should have all my glLightfv calls ...
Eric Maslowski
maslows3@...
Feb 2, 2001 11:14 pm
17382
I assume that you're using glShadeModel(GL_SMOOTH).... If it's not the normals... Let me know what you find out. I'll give you a buzz if I think of anything....
Miserocchi, Nathan
NPMiserocchi@...
Feb 2, 2001 11:21 pm
17383
... You mean at the beginning of rendering, when you've modelview matrix just initialized? Then they should be. Your objects are transformed, right? So why not...