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@...
Aug 1, 2001 9:30 am
18763
When I create a buffer using: m_hBuffer = wglCreateBufferRegionARB( wglGetCurrentDC(), 0, WGL_BACK_COLOR_BUFFER_BIT_ARB | WGL_DEPTH_BUFFER_BIT_ARB ); The Z...
Owens, John
John.Owens@...
Aug 1, 2001 10:08 am
18764
I'm working on a terrain renderer now, and I was wondering if anyone knows of data formats suitable for hightmap representations. Meaning that I plan to use a...
Alexei Kireev
drkirr@...
Aug 1, 2001 2:08 pm
18765
You don't necessarily have to do the conversion to floats at run-time. You could write a program which does the conversion from a bmp to a list of floats and...
Owens, John
John.Owens@...
Aug 1, 2001 3:32 pm
18766
Yes, but how many bytes a float takes up? I mean, I'd like to be able to handle really BIG terrains, and a float is 4 bytes.. If I could be able to use 16 bit ...
Alexei Kireev
drkirr@...
Aug 1, 2001 4:12 pm
18767
... PNG supports 16 bits-per-channel grayscale images. I don't know of any graphics programs that will let you save images in this format, but libpng does...
Andrew Lewycky
andrew@...
Aug 1, 2001 5:33 pm
18768
... Well, I store the dimensions of the map and then just dump the data after those. When reading, read dimensions, allocate memory and read the data. I.e x, y...
Ismo Kärkkäinen
iak@...
Aug 1, 2001 6:16 pm
18769
... Not sure what you're talking about, but sounds interesting. By asking if i really have to convert, you imply that i could use a large-scale coordinate...
Alexei Kireev
drkirr@...
Aug 1, 2001 6:58 pm
18770
... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Wednesday, August 01, 2001 2:02 PM ... i would ... and if I ... ...
Brian Bell
bbell124@...
Aug 1, 2001 8:42 pm
18771
Not sure about OpenGL (I'm an other API guy) but there we can define a vertex stream of shorts that decent hardware (Geforce3) can swallow quite happily....
Dean Calver
deano@...
Aug 1, 2001 9:49 pm
18772
... I don't know how you intend to turn a height map into a terrain. Building quads at runtime is the most obvious. In that case, you could use GL_SHORT[*] for...
Andrew Lewycky
andrew@...
Aug 1, 2001 10:37 pm
18773
... I myself am building a terrain from a height map too. But I used GL_TRANGLE_STRIP to generate the surface. Acording to my manual you can only use GL_QUADS...
Peter Venis
petervenis@...
Aug 1, 2001 11:22 pm
18774
... Most drivers just convert your quad into two triangles anyway. If you quad does not have four vertices that lie on the same plane, then you may notice that...
Leath Muller
Leath.Muller@...
Aug 2, 2001 12:09 am
18775
... Just stick with triangle strips and don't worry about it. Quads aren't universally faster than tri strips anyway. Allen ... FAQ and OpenGL Resources at: ...
Allen Akin
akin@...
Aug 2, 2001 12:23 am
18776
... Assume you have a quadrant that contains Minimum height Maximum height 16 bit unsigned integer height values Find the delta height difference (which can be...
Leath Muller
Leath.Muller@...
Aug 2, 2001 12:26 am
18777
Gee, guys, thank you all for your ideas - now i have PLENTY to think about. Also, I'd like to apologize - how dumb of me to forget about things like...
Alexei Kireev
drkirr@...
Aug 2, 2001 1:38 am
18778
In the movie "Toy Story", there are several scenes where the scene is shown from Buzz Lightyear's viewpoint. In one, Buzz Lightyear is looking around Andy's...
epeddycoart@...
Aug 2, 2001 2:11 pm
18779
... solution, ... app that can write 16-bit grayscale pngs? Cause I couldnt find any... :((( ... Don't bother. If all you're looking for with your 16 bit...
Liz Ralston
lralston2@...
Aug 2, 2001 3:55 pm
18780
Folks, Does anyone know a good way to correlate bones with a skin when they are exported from 3DS Max? I can export bones and animate them without a problem. I...
Miserocchi, Nathan
NPMiserocchi@...
Aug 2, 2001 7:22 pm
18781
... Well, I guess the only difference is that you'd have to map the enviroment mapped texture onto a transparent surface. Or did I say something completely...
Balogh Andras
bandi@...
Aug 3, 2001 12:09 am
18782
Salutations, I am once of the understanding if I am extending The OpenGL it is running faster for my programs. My programs is not now running fast on The...
saddam hu
saddam_hu@...
Aug 3, 2001 3:04 am
18783
August 2nd, 2001 Thursday Saddam, ... This question comes up all the time, and I'm surprised it's not in the The OpenGL FAQ already. Everyone is trying to get...
Colin Fahey
cpfahey@...
Aug 3, 2001 4:35 am
18784
Typically, people use a plugin such as BonesPro2 to control their mesh/skin deformation. That plugin has an export feature that will write out a text file that...
Liz Ralston
lralston2@...
Aug 3, 2001 5:45 am
18785
... Another problem is that the Sony Playstation missiles use old Japanese street directories when searching for the target, so when converted to the US XBox...
Tristan Buckmaster
Tristan@...
Aug 3, 2001 7:54 am
18786
At [Thu, 02 Aug 2001 19:45:32 -0800] ... As we see here Saddam Hussein is asking us to help him to port his missile guidance system from PSX to X-Box. We...
Dominik Behr
dominikbehr@...
Aug 3, 2001 7:56 am
18787
Thursday, August 02, 2001, 8:45:18 PM, someone wrote: [snip] ... What you need to do is get a list of the bone weights for each vertex from Max - these floats...
Ben Carter
ben@...
Aug 3, 2001 10:00 am
18788
August 3rd, 2001 Friday ... The Administrator tells you that he "took the liberty of relieving you of your weapons...Most of them *were* government property....
Colin Fahey
cpfahey@...
Aug 4, 2001 12:03 am
18789
... Ya know, Sega solved this problem 10 years ago with Blast Processing(tm), and all you evil developers have DRIVEN them from the console business. See what...
Scott Le Grand
varelse@...
Aug 6, 2001 2:31 am
18790
I have a problem with my LOD landscape engine where polygons that are far away arn't always being tested properly by the depth test. So you have polygons...
Tristan Buckmaster
Tristan@...
Aug 8, 2001 7:46 am
18791
... Depth buffer isn't linear. Precision is better near the near clipping plane than near the far clipping plane. Move your near clipping plane ... Archives...