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@...
Jul 1, 2001 9:35 am
18707
Hey all, I've been trying to find the nvidia dev section on their new site(I'm looking for vertex array info), but I just can't seem to locate it. Can you tell...
Jesse Laeuchli
jesse@...
Jul 1, 2001 9:17 pm
18708
Jesse, It's the last item on the left column on the new front page. You can also get to it via http://www.nvidia.com/developer Thanks - Cass ... Sent: Sunday,...
Cass Everitt
CEveritt@...
Jul 1, 2001 11:04 pm
18709
Jim M. hit it right on the nose (at least on the one Win2K machine I've tested). I _thought_ I had tested both scenarios -- making the context current before ...
Miserocchi, Nathan
NPMiserocchi@...
Jul 2, 2001 12:47 am
18710
For anyone who is still interested in this... While calling wglMakeCurrent(NULL, NULL)before deleting the rendering context will stop the mem leak on the...
Miserocchi, Nathan
NPMiserocchi@...
Jul 2, 2001 4:36 pm
18711
Hi, everyone! Here's a general question - do fog implementations (more specifically, EXP2 fog) differ on diferent cards? I'm asking because i wrote an app that...
Alexei Kireev
drkirr@...
Jul 2, 2001 9:43 pm
18712
NVidia ogl drivers sometimes behave quite strange. For example when enabling accumulation buffer, its memory is not released with DeleteContext but only after...
Timur Davidenko
Timur@...
Jul 3, 2001 10:13 am
18713
I know this ain't completely opengl related, but it's the sort of thing of lot of you would have probably tried. I'm trying to code an URBS patch in opengl....
... Is there any particular reason that you don't want to use the glu functions for doing NURBS? (If you really want URBS, you could keep your knot vectors ...
Geoffrey Prewett
prewett@...
Jul 4, 2001 6:28 am
18716
Hello there! Would love to help but did not quite understand you. You said you draw several semi-transparent polys from the farthest to the nearest. That is...
Alexei Kireev
drkirr@...
Jul 5, 2001 6:06 pm
18717
Actually, I recommend looking in the Red Book under glBlendFunc. There is a table that identifies the different blend modes, and the next couple of pages ...
Michael Kurth
mkurth@...
Jul 6, 2001 12:55 am
18718
try a blending mode of src=src_alpha dst=one with a colour of 1,1,1,0.2 that should blend the 5 polygons equally lets hear it 4 billy bollux and his AMAZING...
zed
sexybastard@...
Jul 6, 2001 7:13 am
18719
... a ... pages ... of ... (or ... Ehm... Unless you want to map a different opacity for every texture pixel don't bother with RGBA texture format. If you want...
T.M. Evans
tmadoc@...
Jul 6, 2001 7:24 am
18720
Hi All, Simply stated. I have a fairly decent but inflexible state management system that I've been using for a while. A state 'object' can be made and ...
Kelly Brock
krbrock@...
Jul 8, 2001 8:11 am
18721
... (...) ... If I understood your problem, what you really need is a scripting language (you setup de rendering code in C, and do your tests using the...
Leonardo Constantino
leo@...
Jul 9, 2001 5:54 am
18722
... anyone may ... So am I, so go ahead people, what do you use? A pretty nice and still simple one is used in SGL (http://sourceforge.net/projects/sgl/). A...
Dirk Reiners
reiners@...
Jul 9, 2001 10:04 am
18723
Hello, I'm working on a project where I need to render a geographical landuse raster as a 2D image with different rendering properties assigned to each theme...
Thomas Sevaldrud
Thomas.Sevaldrud@...
Jul 9, 2001 12:05 pm
18724
Hi! I need to know when a polygon is drawn! Say, I render a world and then, I need to render a polygon but I want to know if it was all ready Drawn. My...
Frank Puig Placeres
fpuig@...
Jul 9, 2001 6:47 pm
18725
... Feedback won't work - it only tells you that the geometry processing is complete (and maybe not even that) - it won't guarantee that your polygon has been...
Stephen J Baker
sjbaker@...
Jul 9, 2001 9:59 pm
18726
... then, I need to render a polygon >but I want to know if it was all ready Drawn. ... geometry was drawn or there exist ... waste. Did some one have any...
Tony Cox
tonycox@...
Jul 9, 2001 10:17 pm
18727
Hi, ... Unfortunately no, I don't need a scripting system. What I have is basically a shader system where I can write shaders either in an external file or...
Kelly Brock
krbrock@...
Jul 10, 2001 3:38 am
18728
Hi, ... Hmm, think that I'm wanting something a bit higher level than that which I suppose means that I really don't want just a simple state management ...
Kelly Brock
krbrock@...
Jul 10, 2001 5:12 am
18729
... system ... that I ... Hmm, not sure what you mean here. Are you talking about shadowing the pipeline state in your low-level state structures, i.e. have a...
Dirk Reiners
reiners@...
Jul 10, 2001 10:35 am
18730
Hi Dirk, ... It's partly just a shadow of the HW states but as mentioned below it's extended slightly to include some of the options from the rendering...
Kelly Brock
krbrock@...
Jul 11, 2001 3:13 am
18731
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@...
Jul 15, 2001 10:29 am
18732
I was just now reading a intresting article on the nvidia dev site about elevation maps(thanks to all who pointed out where I could find it, can't belive I...
Jesse Laeuchli
jesse@...
Jul 15, 2001 6:14 pm
18733
Depending what OGL version you have, you may need to use the ARB_MULTITEXTURE extension. The D3D SetTextureStateState call maps to: glActiveTexture ...
Adam Moravanszky
amoravanszky@...
Jul 15, 2001 6:55 pm
18734
... Could you first explain what this function does in DX? Max -- ... -- Max Gilead -- gilead@... -- -- ICQ UIN 107356015 --...
Max Gilead
gilead@...
Jul 15, 2001 7:11 pm
18735
You probably need to look at the NVidia register combiners for most of the functionality of this D3D function. - Jurjen ... FAQ and OpenGL Resources at: ...