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@...
Apr 1, 2001 9:58 am
17973
I'm having a strange problem where the presence of SwapBuffers(HDC); in my code is limiting the framerate to about 60fps, even when I'm not drawing anything. I...
Chris Campbell
chris.campbell@...
Apr 2, 2001 7:04 am
17974
Try turning off VSYNC in your driver. - Daniel Vogel, Programmer, Epic Games Inc. ... FAQ and OpenGL Resources at: ...
Daniel Vogel
vogel@...
Apr 2, 2001 7:33 am
17975
hiya, I've found that different cards having some blending modes differently. This is a real pain :) Has anyone else had this problem? And does anyone know...
Andrew
andrew@...
Apr 2, 2001 8:04 am
17976
Hi, The only card I've ever had such problems with was the Riva128. Most of the blending modes weren't even supported, and it couldn't draw triangles with ...
Tom Nuydens
t.nuydens@...
Apr 2, 2001 8:38 am
17977
Hi. I'm currently coding on a Portal Engine and I have found one little problem to which I believe there must be a standard solution. How do I make certain...
Niklash Hansson
niklash@...
Apr 2, 2001 8:49 am
17978
Has somebody of you any experience of mixing nVidias vertex arrays and standard array. My idea was the following: single *VARTexCoord = wglAllocateMemoryNV(2 *...
Olivier.Chatelain@...
Apr 2, 2001 9:03 am
17979
www.glsetup.com gives a list of serveral cards that dont support all the blending modes including riva128,ati rage pro + permedia ones BUT it doesnt list WHAT...
sexybastard
sexybastard@...
Apr 2, 2001 10:45 am
17980
It seems to me like this would defeat the purpose of VAR, because you will be bottlenecked by the transfer of the texture coord array from regular system...
Sam McGrath
sammy@...
Apr 2, 2001 10:45 am
17981
... Actually I suspect that you might see a significant slowdown! As all arrays are not in the VAR memory the VAR speedup would not apply, and the CPU would...
Eero Pajarre
epajarre@...
Apr 2, 2001 11:21 am
17982
Hi, When new drivers are installed usualy I get the VSYNC to be turned ON. You can turn it off either by using the NVidia provided menus in Display Properties...
STAMATE VLAD
M210398@...
Apr 2, 2001 11:36 am
17983
He he, I do not think I understand completely your question. If you do not want to test the Zbuffer for further polygons in other cells agains the ones in the ...
STAMATE VLAD
M210398@...
Apr 2, 2001 12:04 pm
17984
... What I want to do is to be able to Stamp a hole into the zbuffer where the portal is IF there isn't anything occluding it at that pixel IE if it clears the...
Niklash Hansson
niklash@...
Apr 2, 2001 4:09 pm
17985
For the simple Q3A case of a single teleport-style portal: 1) glDepthRange(zpartition,1); 2) Render all cells visible through the portal (ie 'behind' the...
Mike Ferenduros
mike.ferenduros@...
Apr 2, 2001 4:40 pm
17986
... I used them, but i just switched from VAR to CVA only once in a frame, and there was only a little overhead. You should be able to implement the same...
Ignacio Castano
castano@...
Apr 2, 2001 4:54 pm
17987
CVA should be equivalent to VAR in the case where the app writes the processed vertices into system memory and copy them into AGP right after (assuming that...
Sebastien Domine
SDomine@...
Apr 2, 2001 4:59 pm
17988
... Niklash, To cut an arbitrary hole in the depth buffer, first set glDepthRange(1.0, 1.0) to force all depth write values to the far plane, then draw the...
Bass, Garrett T.
gtbass@...
Apr 2, 2001 5:01 pm
17989
... This sounds like what you want is a sort-of "general portal" which is just a polygon in the scene that is a "viewport" into another scene. This is not...
Bert Freudenberg
bert@...
Apr 2, 2001 5:27 pm
17990
... To avoid back-to-front rendering and stencil buffering, I recommend the following general method for cutting holes in geometry: 1. Draw base geometry....
Bass, Garrett T.
gtbass@...
Apr 2, 2001 8:01 pm
17991
... well I've found it with different TNT2's and also gf2mx vs radeonddr. I often fix it by saving my texture with a WHITE alpha channel... it seems that some...
Andrew
andrew@...
Apr 2, 2001 8:03 pm
17992
hey man, read your email on the opengl list, sounds a nice piece of work, I'm currently starting my way around bsps and portals, I wouldnt mind checking out...
Evil Kosh
evil_kosh@...
Apr 2, 2001 8:35 pm
17993
You may also disable vsync explicitly in your app by using WGL_EXT_swap_control. I believe a call to wglSwapIntervalEXT(0) will disable vsync. Check out the ...
Chris Wynn
CWynn@...
Apr 2, 2001 9:29 pm
17994
<F001.002DE270.20010402042023@...>STAMATE VLAD writes ... Yes, since by turning synchronization between the vertical retrace interval and swapbuffer,...
Jean-Francois Panisset
panisset@...
Apr 2, 2001 11:07 pm
17995
List folks, I converted my old demo to glut. You can download it here: http://www.son.utmb.edu/egnp/gtbass/QuadWindow.zip It's nothing impressive, it simply...
Bass, Garrett T.
gtbass@...
Apr 2, 2001 11:36 pm
17996
... There are other issues at work with not having vsync on. The main one for me personally is that if I am running between 55 and 65 I really get speeds 30...
Marc Hernandez
marc@...
Apr 3, 2001 12:26 am
17997
thanks for all the advice - I should have realised that refresh rate = 60 and fps = 60 were related... I couldn't find any vsync settings so eventually I just...
Chris Campbell
chris.campbell@...
Apr 3, 2001 3:08 am
17998
Thanks to everyone for the help. glDepthRange was exactely what I was looking for. While I have to say its very weird I coulden.t get it workign with front to...
Niklash Hansson
niklash@...
Apr 3, 2001 10:43 am
17999
In my application I cannot allocate AGP Memory. wglAllocateMemoryNV(MaxLength, 0, 0, 0.5) fails. Anybody has an idea why? Thanks Olivier ...
Olivier.Chatelain@...
Apr 3, 2001 4:59 pm
18000
Double check you have AGP memory available (there are utilities out there that can tell you your AGP available)- Double check your bios and the AGP aperture...
Sebastien Domine
SDomine@...
Apr 3, 2001 5:34 pm
18001
IIRC Q3A also uses a clip plane when rendering portals. Since only one clip plane is used, I guess it must be coplanar with the portal. On the GeForce1 card,...