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@...
Oct 1, 2001 10:20 am
19098
Folks, This is more of a math question than an OGL question, but OGL is involved and I'm sure at least some of you have had experience with my topic. I have a...
Miserocchi, Nathan
NPMiserocchi@...
Oct 1, 2001 6:28 pm
19099
You absolutely do not want to ask OpenGL about any of its state, ever, in any code path where you're concerned about performance. Apart from that, the basic...
Jon Watte
hplus@...
Oct 1, 2001 7:19 pm
19100
Thanks Jon -- I was concerned about doing that (note that my m_tmModel is a cached copy of the current camera model xform, rather than grabbing it via glGet*)....
Miserocchi, Nathan
NPMiserocchi@...
Oct 1, 2001 8:30 pm
19101
I'm not quite clear what this function does, and MSDN isn't very clear. Can anyone explain? Thanks, Jesse www.laeuchli.com/jesse/ ... FAQ and OpenGL Resources...
Jesse Laeuchli
jesse@...
Oct 4, 2001 5:05 pm
19102
It sets the texture environment mode. This means how the texture is applied to incoming fragments. The standard modes are modulate, blend, replace, and decal....
Evan Hart
ehart@...
Oct 4, 2001 5:27 pm
19103
It sets the texture environment properties of the currently active texture unit. Used for setting Texture Environment colours, Combine states (and their ...
Richard Nutman
RichardN@...
Oct 4, 2001 5:59 pm
19104
Mostly, but I don't really understand the difference between the modes, and MSDN is once again not very helpfull. Could you point me in the right direction? ...
Jesse Laeuchli
jesse@...
Oct 4, 2001 6:06 pm
19105
I have the redbook and have read the section on texenv but still don't have my head wrapt around them correctly. How do they differ from blend modes? The...
Kallen McInerney
kallenm@...
Oct 4, 2001 6:53 pm
19106
Hello, I think I have found a bug in the nvidia opengl-drivers. When doing this ( without having a bound texture ): glBegin(GL_LINES); glColor3f(1.0f, 0.0f,...
Jörg Rüppel
asharky@...
Oct 4, 2001 9:49 pm
19107
Texture mode happens between the computed color of the pixel (i e, typically your lighting value) and the fetched texture value. Blend happens between the...
Jon Watte
hplus@...
Oct 4, 2001 10:59 pm
19108
This info is covered quite well by the Red and Blue books. I general they provide much better documentation on OGL then MSDN. Anyway, Replace does what you...
Evan Hart
ehart@...
Oct 4, 2001 11:22 pm
19109
I thought I was long done with this topic, but sadly it seems not. I have a function for turning right and left which works fine: g_ViewAngle+=(x*...
Jesse Laeuchli
jesse@...
Oct 5, 2001 9:00 pm
19110
Ok, thanks that explains it.... ... Sent: Friday, October 05, 2001 2:11 AM To: Multiple recipients of list OPENGL-GAMEDEV-L This info is covered quite well by...
Jesse Laeuchli
jesse@...
Oct 5, 2001 9:35 pm
19111
glEnable(GL_SMOOTH); it's been a while since i've written code, but that should fix your prob.. -akbara ;vertexabuse.cjb.net ... FAQ and OpenGL Resources at: ...
akbara
syedali011@...
Oct 6, 2001 8:04 am
19112
... a ... look ... Hi Jesse, I'm a newbie to this but maybe i can help. I had a similar problem. What I did wrong was to forget about the gluLookat parameter...
framework-d.com
mail@...
Oct 6, 2001 8:44 am
19113
... supposed > to be the fastest but does that still apply to the above mentioned ... It's supposedly the fastest way for ALL types of geometry. In many cases ...
arQon
arQon@...
Oct 6, 2001 9:28 am
19114
uh what happened to opengl.org? seems that the latest news is from feb of 2000 - Ray ... FAQ and OpenGL Resources at: ...
Ray Ratelis
ray@...
Oct 6, 2001 9:50 am
19115
The only way NVvertexarrayrange can be slower than locked DrawRangeElements is if you write the data without overwriting each individual cache line completely...
Jon Watte
hplus@...
Oct 7, 2001 1:24 am
19116
Hi guys ok, I'm not too sure whether this is a opengl related problem or not, but I'm using opengl and it's not working, so I thought I would ask I'm trying to...
Evil Kosh
evil_kosh@...
Oct 7, 2001 12:52 pm
19117
You can look at my camera tutorial: http://www.liacs.nl/~dpalomo/camtut/camtut.html Good luck, Daniel Palomo van Es. ... guys ... ...
Palomo van Es Daniel
d_pve@...
Oct 7, 2001 2:40 pm
19118
Hey Daniel, it's funny you should suggest that, because I did EXACTLY that yesterday! hehe, good minds think alike? perhaps? well, I've corrected the problem...
Evil Kosh
evil_kosh@...
Oct 7, 2001 9:00 pm
19119
Hi, ... hmm... ... you could make that private ... ... ... and make this return a reference. ... let's say this is ok... ... The argument to cos is given in...
Marcelo E. Magallon
marcelo.magallon@...
Oct 7, 2001 10:09 pm
19120
Hi Marcelo ... no its not, talking about C++ is offtopic, asking whether people are afraid to look at my C++ code, is not.... ... I have done in my latest...
Evil Kosh
evil_kosh@...
Oct 7, 2001 11:50 pm
19121
Hi! I´m having some problems with my engine. I´m trying to implement something like this: class CGameObject{ ... public: ... void SetPosition(vector v); void...
Aldo Spanghero
aldogl@...
Oct 8, 2001 12:45 pm
19122
Hi! I´m having some problems with my engine. I´m trying to implement something like this: class CGameObject{ ... public: ... void SetPosition(vector v); void...
Aldo Spanghero
aldogl@...
Oct 8, 2001 2:14 pm
19123
Hi! I´m having some problems with my engine. I´m trying to implement something like this: class CGameObject{ ... public: ... void SetPosition(vector v); void...
Aldo Spanghero
aldogl@...
Oct 8, 2001 2:25 pm
19124
Ok, I found the problem, I was using x_angle instead of y_angle(dumb mistake), but it still isn't working completly right. When I'm looking straight up, and...
Jesse Laeuchli
jesse@...
Oct 8, 2001 6:44 pm
19125
Greetings, I'm trying to write some code which renders 8 views of a scene into a display buffer, using a complex masking scheme, which masks individual RGB...
Leighton Haynes
dayta@...
Oct 9, 2001 2:42 am
19126
Hi Leighton, sorry, I don't have an answer for you, but I am intrigued as to what you plan to do with this. It's not obvious to me how rendering in this...