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@...
May 1, 2001 9:44 am
18252
I already use gltrace. After reading docs about ZAPdb it seemed more mature to me and wanted to try. I downloaded it but have some problems in using it ( for...
tugkan calapoglu
tugkan@...
May 1, 2001 2:03 pm
18253
May 1st, 2001 Tuesday Howdy! I'm interested in knowing how the "mesh smooth" algorithm in 3D Studio Max works. Is it a well-known algorithm? What's the basic...
Colin Fahey
cpfahey@...
May 1, 2001 10:56 pm
18254
I'm interested in knowing how the "mesh smooth" ... You can seach for subdivision surfaces and find a lot of information. I don't know which Max uses exactly,...
Jon Anderson
janderson@...
May 2, 2001 12:20 am
18255
May 2nd, 2001 Tuesday Thanks, Jon, for really great references! ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- ...
Colin Fahey
cpfahey@...
May 2, 2001 12:12 pm
18256
This is a bit off topic, but i thought it's interesting: I'm developing a multiplayer version of the classic worm game and use OpenGL for rendering the scene....
Balogh Andras
bandi@...
May 2, 2001 10:15 pm
18257
The windows message pump could be where you are stalling, especially if you are doing things with multiple threads. If you've got a lot of windows messages,...
Miserocchi, Nathan
NPMiserocchi@...
May 2, 2001 11:05 pm
18258
From the OpenGL spec for DXT3: "Each RGB image data block is encoded according to the COMPRESSED_RGB_S3TC_DXT1_EXT format, with the exception that the two code...
Daniel Vogel
vogel@...
May 3, 2001 3:53 am
18259
I mean you loose the (Color0 + Color1) / 2 weight function without any apparent reason for DXT3/5. - Daniel Vogel, Programmer, Epic Games Inc. ... FAQ and...
Daniel Vogel
vogel@...
May 3, 2001 4:47 am
18260
Hi I have one problem: In my engine, I don't use any glTraslate or glRotate, I make the matrix stuff and I give to OpenGL, each vertex in World-space coords,...
Frank Puig Placeres
fpuig@...
May 3, 2001 4:16 pm
18261
I'd be fairly confident that a good implementation would notice the sequence glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); and could (but not necessarily...
Darren Griffiths
D_Griffiths@...
May 3, 2001 5:08 pm
18262
... There is no way to explicitly disable it - but most (if not all) OpenGL implementations are smart enough to optimise identity transforms to a no-op (if...
Stephen J Baker
sjbaker@...
May 3, 2001 5:21 pm
18263
Hi I'm a little unsure of exactly what you mean. MODEL_VIEW contains the transformation from Object space to camera Space. So even if you are in world space...
Niklas Hansson
niklash@...
May 3, 2001 5:28 pm
18264
Well, In my engine, I convert all vertex to 'camera space', so: I know that when I do a glVertex call, OGL transform this coordinates to 'camera space'using...
Frank Puig Placeres
fpuig@...
May 3, 2001 6:22 pm
18265
OpenGL has no way to perform this operation. As Steve mentioned, expect the driver to already be doing it behind your back. Do you have evidence that it is...
Evan Hart
ehart@...
May 3, 2001 6:45 pm
18266
May 3rd, 2001 Thursday Okay, I'm intrigued... Michael Gold's source code for RasOnly.c (rasterize-only) explains that some people choose to do all of their own...
Colin Fahey
cpfahey@...
May 3, 2001 8:14 pm
18267
... It's the classic generic but slow / optimised but special cased tradeoff. Driver writers know nothing about your application, therefore they can't optimise...
H Robinson
hr109@...
May 3, 2001 9:01 pm
18268
... It's basically down to two issues: 1) Do you think you can write better code than the driver writer over the entire spectrum of 3DNow! and other wierd CPU...
Stephen J Baker
sjbaker@...
May 3, 2001 9:48 pm
18269
... Ummm, that code was written years ago, before even the GF1 if I recall... I don't think there is too much use for it now though. Leathal. ... FAQ and...
Leath Muller
Leath.Muller@...
May 3, 2001 11:36 pm
18270
May 3rd, 2001 Thursday ... I agree with both of your points. Maybe I should have used the phrase "could *theoretically* be made to perform better and offer...
Colin Fahey
cpfahey@...
May 4, 2001 4:35 am
18271
May 3rd, 2001 Thursday Here in Southern California, we have a lot of afternoons without a single cloud in the sky. I grew up on the East Coast, and I think...
Colin Fahey
cpfahey@...
May 4, 2001 5:10 am
18272
Hi. The probable cause for Oni to use it's on transformations is lighting base. While OGL transformations is generally well optimized and speedy the OGL...
Niklas Hansson
niklash@...
May 4, 2001 4:23 pm
18273
... yes, I have "Got That"...but in your original post you said ... world space *IS NOT* camera space...hence my query... my original answer is still valid in...
Darren Griffiths
D_Griffiths@...
May 4, 2001 4:29 pm
18274
I've just started playing around with GL extension, and I seem to have run into something really weird. It's probably me being thick, but if you can give me...
Arthur J . Yarwood
u9711229@...
May 4, 2001 5:18 pm
18275
Have you tried profiling to see where the most CPU time is being eaten? Assuming your compiler supports profiling ofcourse. ... FAQ and OpenGL Resources at: ...
Brian Chapman
bchapman@...
May 4, 2001 5:20 pm
18276
what timing routines does everyone use in their game? im using a basic "how many ticks did i do last second and do more or less to blance up" and then drawing...
Graham at deadpenguin...
reevesg@...
May 4, 2001 6:50 pm
18277
... C++ uses a scheme known as "name mangling" to allow multiple functions to have the same name - but different parameters. So, for example: double sqrt (...
Stephen J Baker
sjbaker@...
May 4, 2001 6:58 pm
18278
... In a *lot* of cases it's because they had an existing game engine that they ported to OpenGL late in the day. ... Well, there might well be uses for these...
Stephen J Baker
sjbaker@...
May 4, 2001 7:17 pm
18279
C++ mangles names differently to C (to cope with overloading etc). The #ifdef __cplusplus extern "C" { #endif and the corresponding #ifdef __cplusplus } #endif...
Dean Calver
deano@...
May 4, 2001 7:23 pm
18280
... I think you have the key right there! In C++, all functions have their names "mangled" or "decorated" by the compiler, so that something like...