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@...
Nov 1, 2001 10:27 am
19226
i've got a problem simulating constraints on joints using quaternions... its easy when using euler angles since u just specify the ranges for the X Y and Z...
Neville Attard
xenon@...
Nov 1, 2001 2:10 pm
19227
You could generate your partial meshes so that they render all triangles potentially visible at some angle away from the intial sample point (half-way to the...
Jon Watte
hplus@...
Nov 1, 2001 7:11 pm
19228
Hi All, I am using Object Pascal with the SDL ( http://libsdl.org ) library and I am very new to OpenGL. I would like information on how I can use OpenGL to...
Dominique Louis
Dominique@...
Nov 2, 2001 4:37 pm
19229
Is cube mapping the best and/or only way people are achieving normalized colours across a entire polygon on a GF2 and similiar video cards or is there a better...
Tristan Buckmaster
Tristan@...
Nov 3, 2001 4:53 am
19230
... Use glOrtho to set up a non-perspective view: http://www.cevis.uni-bremen.de/~uwe/opengl/glOrtho.html Then you just have to rotate into the isometric...
Bert Freudenberg
bert@...
Nov 3, 2001 12:29 pm
19231
Hi , Well the the method I described works because I'm able to cull away around 99% of the triangles of the original model/environment. The 100k polygon model...
Soumyajit Deb
sdeb@...
Nov 3, 2001 4:36 pm
19232
Hello, I have a huge scene with a lot buildings and moving models. I want to change the brightness and contrast of some models. The transition needs to be...
Devrim Erdem
devrim@...
Nov 4, 2001 4:27 pm
19233
Does anyone know how to use vertex arrays and compiled vertex arrays, I am looking to improve the rendering speed of my terrain. I am currently using tiangle...
Wayne Hall
w_hall_za@...
Nov 5, 2001 7:24 am
19234
Hi, I am working on an editor application and it sometimes crashes with an exception(access violation) in NVOGLNT.dll. Does anybody know what could create this...
Pascal Gane
pascal.gane@...
Nov 5, 2001 11:31 am
19235
glUnlockArraysEXT (); update vertex array glLockArraysEXT (0, numVertices); render terrain The first parameter of glLockArraysEXT is the position of the first...
Tristan Buckmaster
Tristan@...
Nov 5, 2001 12:27 pm
19236
Pascal, If you can send me a small repro case, and which drivers/OS you experience the problem on, I'll take a look. Thanks - Cass ... Sent: Monday, November...
Cass Everitt
CEveritt@...
Nov 5, 2001 2:11 pm
19237
Devrim, I don't know if that would fix your particular problem, but you may want to take a look at glPixelTransfer. It's likely to be available on more ...
Christian Laforte
claforte@...
Nov 5, 2001 4:53 pm
19238
How is the invers of a matrix defined? Thanks, Jesse www.laeuchli.com/jesse/ ... FAQ and OpenGL Resources at: ...
Jesse Laeuchli
jesse@...
Nov 5, 2001 9:08 pm
19239
... A matrix multiplied by it's inverse yields the identity matrix. It follows that not all matrices are invertible. ... Steve Baker...
Stephen J Baker
sjbaker@...
Nov 5, 2001 9:53 pm
19240
... The unhelpful, but accurate answer is that the definition of the inverse Inv(A) of a matrix A is the matrix such that: Inv(A)A = AInv(A) = I Where I is the...
Tony Cox
tonycox@...
Nov 5, 2001 10:04 pm
19241
The most common problem for this (that I have seen) is specifying either incorrect/invalid pointers for arrays & running past the end of an array (or before...
Leath Muller
Leath.Muller@...
Nov 5, 2001 10:47 pm
19242
... Generally, the drivers are optimised for developers that ask for them... I have no problem with the drivers as I use exactly the same vertex format for...
Leath Muller
Leath.Muller@...
Nov 5, 2001 11:07 pm
19243
You will probably find that your not getting optimised rendering if you go beyond fixed allocation sizes in the driver. You say your rendering about 7500...
Leath Muller
Leath.Muller@...
Nov 5, 2001 11:28 pm
19244
Defined or calculated? For defined, see Steve's other email, for calculated, look up the web -- google gives more results than I care to look at... :) ... FAQ...
Leath Muller
Leath.Muller@...
Nov 6, 2001 12:46 am
19245
Try taking advantage of texture environment to change the contrast and brightness of your texture: Suppose your texture color is T, your luminosity value is L,...
Jeremie Allard
hufo@...
Nov 6, 2001 1:10 am
19246
Thanks for all the comments. I have managed to implement brightness and contrast by laying a rectangle on screen and using the functions. glBlendFunc(...
Devrim Erdem
devrim@...
Nov 6, 2001 8:23 am
19247
What i am doing now is reading in a grayscale heightmap and using that to make the landscape. Everytime I call the rendering function and it reads in from the...
Wayne Hall
w_hall_za@...
Nov 6, 2001 8:43 am
19248
Aah, a much better description... Thanx... :) Your strip size is fine, 128 triangles should be 130 vertices which is well below the 4096 limit... however, if...
Leath Muller
Leath.Muller@...
Nov 6, 2001 11:10 pm
19249
break your terrain up into small blocks + only draw the blocks on the screen, test to see what size works best for u eg 8x8quads == 128triangles or 16x16quads...
zed
sexybastard@...
Nov 7, 2001 3:16 am
19250
old question but. either, personally i just update the values in a texture which gives the advantage of resizing the texture to fill the screen (easier to see...
zed
sexybastard@...
Nov 7, 2001 3:37 am
19251
... I am unsure why a large array lock doesn't gain anything.... If you are going to use all the vertices anyway it shouldn't make any difference... I am...
Chris Campbell
chris.campbell@...
Nov 7, 2001 7:25 am
19252
Hi, I have one question regarding compiled vertex array. Can I lock more than one array in the same time? Eg. I want to use multiple passes for some objects...
Wojciech Wylon
wwylon@...
Nov 7, 2001 10:21 am
19253
No, you cannot. Cheers, / h+ ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Jon Watte INET:...
Jon Watte
hplus@...
Nov 7, 2001 8:42 pm
19254
... There are a number of reasons... the HW itself may only be able to DMA maybe 64K of data -- 65536 / 16 bytes per vertex leaves you with only 4096...